crashes.
This isn't the full change log according to Oblivion Lost.
[quote]"Implemented - compression option to switch off the network traffic on a server networked games (default is off).
This solves the problem of overloading the CPU servers with low productivity.
- A bug in the dialogue.
This error resulted in the fact that dialogues with a high degree of nesting were lopping.
- The possibility of creating servers for tournaments.
Access to the players on the list server implemented on the server (login and password).
Fixed-over 10 crashes in multiplayer game
- Maintenance of statistics on MP-match points, the use of weapons, and per-zone hit points"[/quote]

the best mod features:
Total free play, modified A-Life, reality enhancement, better AI, faction wars with cooperative game play.
It is recommended to play in HELL difficulty!
This mod works properly only with 1.0004 and 1.0005 patch!
Although the 1.0005 version is working with the 1.0006 patch as well, but that is just an MP Patch.

version.
Connectivity.
Connecting to the server will be possible only if the host's version of the game is the same as yours.
Patch 1.0004 changes and fixes:
Optimization:
1. Calculating detailed objects was moved to the second CPU stream.
2. Engine optimization, which resulted in FPS 10-15% gain.
3. Shaders optimization.
MP features:
1. Implemented the standalone dedicated server.
2. Retail version now works correctly with the standalone dedicated server.
3. Added remote control for the dedicated server.
4. Max ping disconnect option implemented.
5. Self-correcting network packets wrapper was implemented. This resulted in better ping values and traffic reduction by 50-100%.
6. Artifacts counter is not shown in the statistics.
7. Checking available maps without disconnecting the current game is now possible.
8. The list of the players is not dropped to the beginning upon the attempt to scroll it. Now it became easier to put the players on ban voting.
9. Fixed some bugs with defining the cause of death.
10. The exploded grenade does not continue lying on the ground after the detonation.
11. Fixed the artifact activation and the spawned anomalous zone functioning algorithm.
MP crash fix:
Fixed all known crashes.
SP fixes:
1. Fixed the bug with shooting from the grenade launcher. The grenade is fired with the first shot now.
2. Fixed the disappearing weapons when crouching for a long time.
3. Fixed the game crash on Pripyat location, when the player approached any of the monolithians' camps.
4. Fixed Voronin's tasks to eliminate the bandit Poker.
5. Fixed the random quests at the Wild Territory.
6. Fixed the random task to destroy the bandits' camp at the Cordon.
7. Fixed the random Barkeep's task to clear the snorks lair at the Dark Valley.
8. Fixed the bug with the automatic task to defend the camp when switching location or saving/loading the game.
9. Fixed the random quest to destroy the mutants lair when pseudo dogs are nearby.
10. Fixed the task to destroy the mutants lair.
11. Fixed the random tasks with the raids of characters' camps.
12. Fixed the choice of goods at Barkeep and Petrenko after completing the random tasks.
13. The wounded do not run away from the grenade now.
14. The zombies at Yantar do not run from the grenade now.
15. Fixed the crash caused by the patrol route at Yantar.
16. Fixed the crash caused by the patrol route at Agroprom Research Institute.
17. Fixed the task with getting rid of the Duty group in the village at the Military Warehouses level.
18. Fixed the bug with repeating the scene of the Duty group ambush at the beginning of the Military Warehouses level.
19. Fixed the bug with camera fly-through on the stadium at Pripyat.
20. Fixed the bug with Bes character, when the latter couldn't be healed.[/quote]

version.
Connectivity.
Connecting to the server will be possible only if the host's version of the game is the same as yours.
Patch 1.0004 changes and fixes:
Optimization:
1. Calculating detailed objects was moved to the second CPU stream.
2. Engine optimization, which resulted in FPS 10-15% gain.
3. Shaders optimization.
MP features:
1. Implemented the standalone dedicated server.
2. Retail version now works correctly with the standalone dedicated server.
3. Added remote control for the dedicated server.
4. Max ping disconnect option implemented.
5. Self-correcting network packets wrapper was implemented. This resulted in better ping values and traffic reduction by 50-100%.
6. Artifacts counter is not shown in the statistics.
7. Checking available maps without disconnecting the current game is now possible.
8. The list of the players is not dropped to the beginning upon the attempt to scroll it. Now it became easier to put the players on ban voting.
9. Fixed some bugs with defining the cause of death.
10. The exploded grenade does not continue lying on the ground after the detonation.
11. Fixed the artifact activation and the spawned anomalous zone functioning algorithm.
MP crash fix:
Fixed all known crashes.
SP fixes:
1. Fixed the bug with shooting from the grenade launcher. The grenade is fired with the first shot now.
2. Fixed the disappearing weapons when crouching for a long time.
3. Fixed the game crash on Pripyat location, when the player approached any of the monolithians' camps.
4. Fixed Voronin's tasks to eliminate the bandit Poker.
5. Fixed the random quests at the Wild Territory.
6. Fixed the random task to destroy the bandits' camp at the Cordon.
7. Fixed the random Barkeep's task to clear the snorks lair at the Dark Valley.
8. Fixed the bug with the automatic task to defend the camp when switching location or saving/loading the game.
9. Fixed the random quest to destroy the mutants lair when pseudo dogs are nearby.
10. Fixed the task to destroy the mutants lair.
11. Fixed the random tasks with the raids of characters' camps.
12. Fixed the choice of goods at Barkeep and Petrenko after completing the random tasks.
13. The wounded do not run away from the grenade now.
14. The zombies at Yantar do not run from the grenade now.
15. Fixed the crash caused by the patrol route at Yantar.
16. Fixed the crash caused by the patrol route at Agroprom Research Institute.
17. Fixed the task with getting rid of the Duty group in the village at the Military Warehouses level.
18. Fixed the bug with repeating the scene of the Duty group ambush at the beginning of the Military Warehouses level.
19. Fixed the bug with camera fly-through on the stadium at Pripyat.
20. Fixed the bug with Bes character, when the latter couldn't be healed.[/quote]

crashes.
This isn't the full change log according to Oblivion Lost.
[quote]"Implemented - compression option to switch off the network traffic on a server networked games (default is off).
This solves the problem of overloading the CPU servers with low productivity.
- A bug in the dialogue.
This error resulted in the fact that dialogues with a high degree of nesting were lopping.
- The possibility of creating servers for tournaments.
Access to the players on the list server implemented on the server (login and password).
Fixed-over 10 crashes in multiplayer game
- Maintenance of statistics on MP-match points, the use of weapons, and per-zone hit points"[/quote]

versions 1.0003-1.0006 and build 3120 are supported.
Run the patcher again to restore original FOV and original xrgame.dll.
I do not recommend to create a server/clients in the Internet, using changed xrgame.dll.
It will not be possible to communicate. Or it will be necessary to agree in advance that on all computers in a network would be the same xrgame.dll.

graphics and added functionality that don’t change the original story or gameplay. The game hasn’t been changed beyond recognition, but rather enhanced while preserving the core elements that made it the unique experience it is.
What makes this mod different?
It was designed by professional graphic artists with rich experience in the field, following industry standards for creating interactive 3D environments. It features artistic works and modifications from many community members unified under one art direction. The game has been redesigned with new visual qualities, and is offered as one convenient, complete package to reach a user base beyond the modding community. This mod has been created with a thought of bringing the beautiful and immersive game of S.T.A.L.K.E.R. Shadow of Chernobyl from the previous generation when it was created to an up-to-date experience you’d expect from games currently being developed.
The following list details the carefully chosen collection of technically advanced and aesthetically brilliant modifications that were created by talented modders, concept artists, and programmers over the past two years. They are meant to technically and artistically enhance the original feel and atmosphere the developers meant you to experience, without compromising it in the process. You’ll notice every single detail has been retouched and has a polished feel to it.
This is ideal for first time players or people who finished the game in the past and now are coming back to replay it on newer, more powerful hardware on improved resolution and graphics.
Natural lighting, vast panoramic views, depth of field, parallax mapping, SSAO, over 900 reworked texture files, including vehicles and armor suites with manual bump editing, you won't believe it's the same game.
[img]http://www.paveldolgov.com/images/blogspotimages/moddb/weather.gif[/img]
Developed by a professional art studio, the weather system in Stalker Complete 2009 is a pinnacle of visual game design. It features work by several artists including challenge winners from conceptart.org (the largest concept art community which produces works for games and movie industries). It’s based on the same elements and principles found in representational art such as aerial perspective, composition, balance, and color theory, to name a few. The key features include:
* Natural multi-phase day and night transitions, based on daily observations, photographs, and studies by artists from Dolgov Studios
* Vast distant views, creating large open world around the player.
* New multi-phase moon design authored by Dolgov Studios.
* Proper sun travel according to date (01.05.2012) and geographic location (Ukraine).
* Enhanced High Dynamic Range lighting and Sun effects (including realistic sunsets and sunrises).
* Increased weather cycling.
* Different types of storms, both fast and slow.
* Wet surfaces during rain.
* High resolution nighttime constellation map.
* Improved water animations.
[img]http://www.paveldolgov.com/images/blogspotimages/moddb/graphics.gif[/img]
This mod takes full advantage of Shader Model 3.0 and introduces advanced shader technology first seen in the game “Crysis”. This tool allows creating close-to-life illusions of true relief and depth, in addition to adding rendering techniques creating an enormous difference in the way the game looks. Improvements include:
* Parallax Occlusion Mapping - Gives 2D textures the illusion of 3D geometry, most visible on surfaces such as brick walls.
* Screen Space Ambient Occlusion - a shading method, approximating the way light radiates in real life, creating soft shadows in corners and hard to reach places.
* Depth of Field - A shading method that approximates the way light radiates in real life, creating soft shadows in corner-type places with a difficult lighting sample.
* Motion Blur - A streaking effect frequently used to show a sense of speed when the camera quickly moves around.
* Particle system - Enhanced rendering of fire, explosions, smoke, muzzle, sparks, falling leaves, anomalies, fog, and more.
* Water Shaders - Improved water effects ported from S.T.A.L.K.E.R. Clear Sky.
* Fire Dynamic Lighting - Fire now illuminates the surroundings, casting dynamic shadows.
[img]http://www.paveldolgov.com/images/blogspotimages/moddb/textures.gif[/img]
This mod includes a texture overhaul featuring the “Photorealistic Zone”, a total rework of every texture in game by Argus over a nine month period. Special attention has been given to preserve the game’s original look while the original textures have been replaced with higher quality versions and manually bump-edited files. The textures are heavily optimized to reduce performance impact. Elements that are improved include:
* Locations - All location textures have been replaced with higher quality photographs with partial use of original files and assets other games in the S.T.A.L.K.E.R. series.
* Living Creatures - Mutated creatures have soaking wet flesh showing through wounds, creating a disturbingly graphic effect. Also, all humans in Zone have been retouched down to even the finest details (armor, shoes, wrinkles, faces, even their eyeballs).
* Vehicles - 20 year old vehicles in the Zone now appear realistically rusted and abandoned.
[img]http://www.paveldolgov.com/images/blogspotimages/moddb/bugfixes.gif[/img]
The game’s notorious reputation of being a huge bugfest ends here. Over the past two years a joint community effort has accumulated fixes for most known bugs and crash to desktop exits left out by developers after patch 1.0005. With the release of the unofficial community patch, bug fixes and numerous positive gameplay tweaks are implemented, such as realistic weapons names, reduced head bobbing, increased actor’s height, increased inventory weight limit, extended quest times, and more.
[img]http://www.paveldolgov.com/images/blogspotimages/moddb/ai.gif[/img]
Artificial Intelligence received major reworking:
* New abilities - NPCs can avoid anomalies, remove dead bodies from camp sites, throw grenades, change armor, and even heal other NPCs. You can also give weapons and armor to NPCs by selling or dropping it near them and giving them privacy to equip them (NPC’s preferences may prevent them from accepting the items, however).
* Early detection - removed the ability for NPC's to notice you at unrealistically large distances.
* Stealth - Removed the ability for NPC’s to notice the player at unrealistically large distances.
* Death panic - Reduced the sound distance of death cries (in the original game it caused the entire camp to alert once one member was hit, as it was set to be heard at a great distance).
[img]http://www.paveldolgov.com/images/blogspotimages/moddb/sound.gif[/img]
This mod replaces a massive amount of in-game sounds, including weapons, anomalies, equipment clatter, footsteps, nightlife, bullet fly-by sounds and more with higher quality versions. Also, the mod adds unique ambient sounds for each weather cycle. “Repetitive” NPCs will now only say their lines once (such as the “Get out of here, stalker” line), and hundreds of additional ambient sounds like bar kitchen cooking, nighttime horror sounds, fog sounds, and more have been added to the game, creating a more immersive audio experience.
[img]http://www.paveldolgov.com/images/blogspotimages/moddb/music.gif[/img]
The mod also adds a new music collection, featuring 84 new acoustic guitar compositions added to the existing set plus a few vocal songs in authentic language unique to each faction. This is the only music mod where compositions have been performed live and recorded specifically for this game by a musician (no MIDI or generic karaoke tracks were used). This is live music with human touch that blends seamlessly with the ambient soundtrack, and makes you want to spend more time by the campfire. Also, NPCs will now randomly play the harmonica in addition to the guitar. Finally, 19 authentic music tracks can be heard on the radio and from the megaphones throughout the Zone.
[img]http://www.paveldolgov.com/images/blogspotimages/moddb/localization.gif[/img]
S.T.A.L.K.E.R. Shadow of Chernobyl is not exactly a textbook example when it comes to localization. Misspelled words, typos, grammatical errors, and humor lost in translation can be charming at times given the context, but creating unnecessary difficulty in understanding their meaning. Most of the text received a grammar-friendly rewrite, providing a much improved English localization.
[img]http://www.paveldolgov.com/images/blogspotimages/moddb/userinterface.gif[/img]
A visual overhaul mod isn’t complete without a new, custom user interface. This is why we are proud to present our very own Main Menu, Loading Screen, and redesigned HUD. Created by our graphic design firm, the interface incorporates existing in-game art and photographs of actual Chernobyl disaster zone artifacts, adding a unique art style and authentic feel. Certain buttons have been conveniently reorganized for more intuitive access and new shortcuts added, such as ESC S which works like a “smart quick-save”, creating a separate save file with the level name, in-game date, and timestamp each time it’s used.
[img]http://www.paveldolgov.com/images/blogspotimages/moddb/features.gif[/img]
* Sleeping Bag - It’s always in the inventory and allows the player sleep in-game.
* Faction Change and Reset - Now players have the ability to reset hostile status and join factions outside of the storyline.
* Ragdoll Physics - Natural death and hit animation, and kills will no longer cause extreme ragdoll effects.
* Bulb tweak - Now you can shoot the lights out!
* Gnomus' Scopes - High resolution scopes for widescreen and standard monitors.
* Repair Kit - A special item to the game that allows you to repair weapons and armors out in the Zone. The only way to get this rare item is to loot it from a NPC’s corpse.
* Repair Services - The bar trader and Screw now sell weapons and armor repair services.
* Chernobyl TV - Replaced the original TV animation with actual Chernobyl footage.
* Elite Nightvision - Black & white night vision based on the psy_antenna postprocess effect. This one really makes you see in the dark.
* ZRP Teleport - The ESC J shortcut lets you jump between the points in the environment.
* Third-Person View - Press F1, F2 and F3 to cycle through camera views and + or - to zoom in & out (by default this feature enables camera toggle only, add -psp switch to a shortcut to activate a third-person gameplay, please refer to Technical FAQ page 15 for assistance).
* Other features - Authentic food and drink skins, the ability to drag dead creatures’ bodies, the ability to carry selected explosive fuel cans & barrels, the ability to shoot birds, and more!
[img]http://www.paveldolgov.com/images/blogspotimages/moddb/freeplay.gif[/img]
After your journey ends with the “good” ending, you’ll get the dialogue that will let you continue the game in freeplay mode, allowing creatures and NPCs to migrate freely about in the environment. It will be a living and breathing zone with self sustained A-Life and unscripted events. This feature doesn’t remove the ending scene, so players will still have the enjoyment of viewing the cinematic completion of the game. You can skip the entire story line from the start by pressing ESC T while in-game and teleporting to the last map or by clicking Freeplay and “Equip for Level” to start from the first map.
There is also a large number of small subtle changes that make big difference in overall experience. ReadMe contains extended list of mods and their respective authors who contributed to this project.
This mod will run smooth as long as you have a video card with Shader Model 3.0 and large amount of memory to accommodate textures, it performs better than S.T.A.L.K.E.R. Clear Sky/Call of Pripyat, while providing similar and often better visuals, it's DirectX9 and the X-Ray engine at full potential.
Designed and tested for STALKER version 1.0005/1.0006. Starting a new game is required!

trader, when the level start you will see your sleeping bag :)
This mod is part of the new ABC version, which was already planned, but v8motorhead was asking in my thread how to do it and i posted how i would do, then i did the code and i decided to release it as mini mod.
enjoy.[/quote]

into the game, you are still able to purchase the old one if you want.
[quote]This \"Vintorez\" sniper rifle has been modified with its bullet power, speed, fire modes and distance. Also its clip has been lowered to five bullets due to the 7.62x54 calibre. It has been modified to shoot single shots.[/quote]

version.
Connectivity.
Connecting to the server will be possible only if the host's version of the game is the same as yours.
Patch 1.0004 changes and fixes:
Optimization:
1. Calculating detailed objects was moved to the second CPU stream.
2. Engine optimization, which resulted in FPS 10-15% gain.
3. Shaders optimization.
MP features:
1. Implemented the standalone dedicated server.
2. Retail version now works correctly with the standalone dedicated server.
3. Added remote control for the dedicated server.
4. Max ping disconnect option implemented.
5. Self-correcting network packets wrapper was implemented. This resulted in better ping values and traffic reduction by 50-100%.
6. Artifacts counter is not shown in the statistics.
7. Checking available maps without disconnecting the current game is now possible.
8. The list of the players is not dropped to the beginning upon the attempt to scroll it. Now it became easier to put the players on ban voting.
9. Fixed some bugs with defining the cause of death.
10. The exploded grenade does not continue lying on the ground after the detonation.
11. Fixed the artifact activation and the spawned anomalous zone functioning algorithm.
MP crash fix:
Fixed all known crashes.
SP fixes:
1. Fixed the bug with shooting from the grenade launcher. The grenade is fired with the first shot now.
2. Fixed the disappearing weapons when crouching for a long time.
3. Fixed the game crash on Pripyat location, when the player approached any of the monolithians' camps.
4. Fixed Voronin's tasks to eliminate the bandit Poker.
5. Fixed the random quests at the Wild Territory.
6. Fixed the random task to destroy the bandits' camp at the Cordon.
7. Fixed the random Barkeep's task to clear the snorks lair at the Dark Valley.
8. Fixed the bug with the automatic task to defend the camp when switching location or saving/loading the game.
9. Fixed the random quest to destroy the mutants lair when pseudo dogs are nearby.
10. Fixed the task to destroy the mutants lair.
11. Fixed the random tasks with the raids of characters' camps.
12. Fixed the choice of goods at Barkeep and Petrenko after completing the random tasks.
13. The wounded do not run away from the grenade now.
14. The zombies at Yantar do not run from the grenade now.
15. Fixed the crash caused by the patrol route at Yantar.
16. Fixed the crash caused by the patrol route at Agroprom Research Institute.
17. Fixed the task with getting rid of the Duty group in the village at the Military Warehouses level.
18. Fixed the bug with repeating the scene of the Duty group ambush at the beginning of the Military Warehouses level.
19. Fixed the bug with camera fly-through on the stadium at Pripyat.
20. Fixed the bug with Bes character, when the latter couldn't be healed.[/quote]

big damage boost and are no longer useless. an AKS-74U will kill a fairly well armored target with 3-4 shots to the chest with AP ammo and light armored targets like bandits will go down fast.
-All weapons have had their accuracy improved, I used real MOA data where available, for example the AKS-74U will shoot about 1 inch groupings at 50m. I did not have MOA data for all firearms so I used educated guesses where needed, all firearms should perform fairly close to their real life counterparts. I did not have much MOA data for handguns but they all should perform in a believable manner. If you take your time it is very possible to headshot people from 100m with iron sights. The same applies to you of course so stealth is important, to balance this out guns do much more damage with silencers on then they used to to silencer headshots are possible to maintain stealth.
-Weapons no longer auto-compensate themselves from recoil, after a shot you will have to manually readjust the gun to get it back on target, this makes the recoil of each gun a bigger factor when choosing it, adds an additional element of skill to firefights and long range shots, and makes semi-auto much more useful than it was before, firing a gun full-auto will require quick bursts and trying to dump the whole mag will result in the gun going out of control. This would have caused the AI to have lost all ability to recover from recoil, but luckily GSC saw this and had an unused command sitting around that lets you define a seperate cam_relax rate for the AI.
-Muzzle velocities and weight have been adjusted where appropriate, for the most part GSC did a good job on these and they were all accurate, but a few like the SVD and SVU were set at very low leels compared to their real velocities.
-Bullets will now travel much farther before the game stops tracking them, this will aid in long range plinking. This may cause an FPS drop in very large firefights though, I cant be certain.
-SVU changed to an SVU-A to make it a bit more different than the SVD, it has reduced accuracy compared to SVD but it has the capability to fire full-auto at 600 RPM incase you have trouble up close.
-New HUD positions as done by Angus McFisticuffs
-Sights have been adjusted so you keep a 90 degree FOV with them raised, this feels much more natural and makes using the sights in close combat a lot easier.
-Probably a few other things I\'m missing.

Monolitians in Rostok, Mercs in Yantar...
All is possible.
Obviously, certain quest are now impossible to complete so the mod is indicated for players who dont care about the main story and are interested only in freeplay.

these files fix the issue behind it.
This small "mod" enables the silencer, scope and grenade launcher for numerous weapons, which had previously been unable to use them.
Nearly the same, in better and functional not based on a modified Mod but on the vanilla 1.004 version.

Oblivion Lost 2.2 mod, created by Kanyhalos and OLP Team. It represents the merging of some very popular SoC mods released in these last two years. It includes dynamic weather and sky; new lightning effects, shaders, textures and bump maps; new improved sounds; new weapons; new gameplay additions and more. It’s my ideal SoC version and I hope you’ll have fun with it!

you've never seen before with graphics 2.0, unlike other global mods, this one doesn't alter the original story and gameplay:
STALKER Complete 2009
Version 1.3 by artistpavel
----------------------------------------
This mod has been created with a thought of bringing the beautiful and immersive game of STALKER from the last generation era, when it was created to an up-to-date experience you'd expect from games you play in 2009. I did not try to include every single mod out there that changes the game beyond recognition, that was not the point. The following list is the carefully chosen essential collection of most advanced and aesthetically pleasant modifications, created by talented concept artists and programmers in the past 2 years. These are meant to technically and artistically enhance the game without compromising the original feel and atmosphere developers meant you to see. You'll notice every single detail has been retouched and has a polished feel to it.
This is ideal for first time players or people who have beaten the game when it first came out and now are coming back to replay it on new rig with higher resolution and better graphics.

spawning artifacts, armour, weapons, ammo, quest items, monsters, and stalkers. Everything else is either for the cut-out monsters or the menu.
How does it work? Atlas Mod is enabled through the main menu. If items are spawned, they will go directly inside Strelok's inventory. If a monster/stalker is spawned, it will spawn according to the co-ordinates you enter into the location console included in the menu. If you don't enter anything, it will spawn right near you.

as some of RK 95 in real life actually do.
It comes with trader mod (more equipment in those) and real gun names mod. And it also fixes (trader mod) issue when dropping Beretta of HP-SA pistols.
[/quote]

of the modified and new weapons, check out the list below.
[quote]
-- AK-74 (Tactical) --
A percision AK-74 with 3 round burst capability and a silencer mount. The inner mechanisms have been completely
replaced with lighter and more durable parts.
Durability: Very High
Rate of Fire: Very High
Fire Modes: 1, 3
Damage: Medium
Attachables: Scope, Silencer
Accuracy: High
Handling: Very Good
Recoil: Very Low
Weight: Light
This weapon can be found on Ghost and in a stach in Military Warehouses.
-- H&K G36 (Railed) --
A heavily modified Sniper G36 with a grenade launcher mount. The rifle has been bored to use the potent 9x39
rounds and contains Gravi and Spring artifacts in the barrel. These artifacts allow the rounds to be used to
their full potential, allowing them to reach ranges of over 600 meters. Unfortunately, these artifacts cause
the gun to be heavy and recoil prone.
Durability: Low
Rate of Fire: Low
Fire Modes: 1, Auto
Damage: Very High
Attachables: Grenade Launcher
Accuracy: Very High
Handling: Good
Recoil: Very High
Weight: Heavy
This weapon can be found on Fang and in a stach in Red Forest. It can also be bought in Militart Warehouses.
-- Groza OC-14 (Railed) --
A Groza with a non-standard barrel. It has a silencer mount and scope rails. The barrel modifications are very
finely done and are sensitive to dirt and other debris. It has been modified to accept PAB-9 rounds and nothing
else.
Durability: Very Low
Rate of Fire: High
Fire Modes: 1, Auto
Damage: High
Attachables: Scope, Silencer
Accuracy: High
Handling: Very Good
Recoil: Very Low
Weight: Moderate
This weapon can be bought from the Duty Trader and found in Rostok.
-- Enfield L85A1 (Railed) --
An Enfield with a modified Barrel and extended clip. It has an enhanced scope, silencer mounts and grenade rails.
The barrel modifications were made very skillfully and are very durable.
Durability: Very High
Rate of Fire: Medium
Fire Modes: 1, Auto
Damage: Medium-High
Attachables: Silencer, Grenade Launcher
Accuracy: Medium
Handling: Good
Recoil: Medium
Weight: Heavy
This weapon can be bought in Yantar and found in Military Warehouses.
-- Fort 12 Mk.2 --
A military modified Fort 12 pistol. It accepts .45 rounds.
Durability: Low
Rate of Fire: Very Low
Fire Mode: 1
Damage: Medium
Attachable: Silencer
Accuracy: Low
Handling: Very Good
Recoil: Very Low
Weight: Light
This weapon can be found in Dark Valley.
-- Walther P99-A (Auto) --
An automatic P99 created in The Zone. It is not very durable and has high recoil, but it gets the job done.
Durability: Very Low
Rate of Fire: Medium
Fire Mode: Auto
Damage: Very Low
Attachable: None
Accuracy: Low
Handling: Good
Recoil: Medium
Weight: Light
This weapon can be bought from the Duty Trader and found in Rostok.
-- Walther P99-DA (Duty Auto) --
A high quality P99-A modified by the Duty Faction. Gravi weights in the barrel increase bullet velocity and
decrease recoil. The inner workings are coated with lubricants and anti-rust solutions to make it more
reliable.
Durability: High
Rate of Fire: Low
Fire Mode: Auto
Attachable: Silencer
Accuracy: Medium-Low
Handling: Very Good
Recoil: Low
Weight: Light
This weapon can be bought from the Duty Trader and found in Agroprom. It can also be found on Fang.[/quote]
And as an added bonus, Lexx's Antigas suits are included inside as well! Check it out. :)

made for vanilla Stalker, so
if you want to use mods that tweak the weapon ltx's, you'll need to merge the sound part
from the ltx's included in this mod.
-New ambient sounds (spooky night sounds, crickets, etc..)
-New thunder sounds.
-New anomaly sounds.
-New interface sounds: Inventory, pda messages, detector, geiger counter, etc.
-New bullet sounds: Impact and fly-by.
-Integrated parts of annoying audio fix: No more "hello hello" at Yantar or "come in, don't just stand there" at the Bar...
-New footsteps.
-Replaced the "on alert" heavy breathing for npc's to a equipment clatter. (Thanks to johnnythewolf for the idea)
-New main menu music.[/quote]

in the pack has been sharpened. This include gradual sharpening of separate MIP map levels in every texture. The benefit is that the usually blurred MIP maps are still sharp as they fade into distance. This results in overall sharpness
of the image.
Most of the textures are the same resosution as vanilla so they don\'t require much more RAM to load. You can use them even on low spec machines.

example Yantar is completely dead area, Agroprom institute surroundings are lush and green. Red forest trees have the strange genetic mutation or disease that makes the them reddish. Dark valley is already touched by the same disease as Red Forest
with everything looking rotten.
FEATURES
This texture pack contains edited vanilla textures of ground and foliage. It also contains few textures from Argus texture pack.
All the textures in the pack has been sharpened. This include gradual sharpening of separate MIP map levels in every texture. The benefit is that the usually blurred MIP maps are still sharp as they fade into distance. This results in overall sharpness of the image.
Ground texture MIP maps has been edited manually to add more features visible in the distance.
This texture pack also includes new grass textures, sligtly different for each level to add some variety. It also contains new tree and bush textures.
There are 3 different texture resolution options:
default (the same resolution as vanilla)
high (tree and bush textures are 1024x1024 and grass texture resolution is doubled
ultra (tree and bush textures are 2048x2048 and grass texture resolution is doubled)

Kelly's Mod adds many neat features like the 'MP5 .45' and the 'Powered USP'.
[quote]This mod is in Beta, meaning, it is being tested. I have uploaded this for you to have you guys test it and make suggestions, or even submit more mods to it (don't forget to send me screenshots if you want!).
HOWEVER! If you download this, you agree that I am NOT responsible for any damages to your PC/game. If you do not want to accept this, then just don't download it. Enjoy, and credits are in the Readme.[/quote]

as Strelok recorded in his flash drive. Thus the anomaly protection is bit lower, but it has increased bullet and shrapnell protection with new kevlar plates. The suit was found by an unknown stalker somewhere in the underground tunnels bellow Agroprom Research Institute, presumably in Strelok's secret hideout.
Important!
Do not use my SEVA Stalker Suit with this mod because this suit is made to be custom and unique. it will only ruin the effect of this suit. You don't want the entire Loner faction to look like you :D

want to repair, you must unequip everything (including your armor), then equip the one item you wish to repair. After that, just click the repair kit and your item should be repaired.
There are options so you can use this mod with Oblivion Lost or Oblivion Lost + Arsenal Merge. To do that you must use the folder with the name of the mod you're using. You can also change options for the actual repair kit, in the options folder.

want to repair, you must unequip everything (including your armor), then equip the one item you wish to repair. After that, just click the repair kit and your item should be repaired.
I've included many options so you can use this mod with Oblivion Lost or Oblivion Lost + Arsenal Merge. To do that you must use the folder with the name of the mod you're using. You can also change options for the actual repair kit, in the options folder.
To use this mod with other major mods that edit the same files, you will need to merge them. It's usually very easy, all you need is something like Notepad++ and some common sense.

sunrises, WAY better dynamic lighting, and a whole lot of other features too long to list here. This is the full version, with the latest patch.
ALL CREDIT FOR THIS MOD GOES TO TROJANUCH.
Original mod page:
http://stalker.filefront.com/file/STALKER_Weather_Overhauled;89293

compatible with any mod, that does not alter the files in the mod. Maybe it would have been wiser to release it last year, when it was interesting to go thru the level boundaries somehow in shoc, maybe it can still make some fun for a while.

weapons are more different among themselves.
--> Oblivion Lost weapons edited, too
--> yeah, even a few of the endless AKs and other same weapons are now differrent
(but not all of them, so dont blame me if you will find two different but same weapons)
--> If you give me enough feedback I will make more AKs different.So its up to you....
Oh, dont be worried about the texture folder,it will just overwrite one file.
--> One of the Intros will be different. Not a big one, but its enough.
Just to remember you, that I made that mod ;)
It's based on my previous edit.
That means...
Sig550,LR300,L85 [...] < AKs,Abakan,Groza - damage
AKs,Abakan,Groza < Sig550,LR300,L85 [...] - accuraty
Oh, dont be worried about the texture folder,it will just overwrite one file.
--> One of the Intros will be different. Not a big one, but its enough.
Just to remember you, that I made that mod ;)

for submachine guns, all weapon addons, and all armors. Sleeping bag is still messed up + two artifacts + submachine gun ammo + all sub machine gun weapons. No idea how to fix them though.
All i did was copy ui_icon_equipment.dds from the ARENAL MOD RC1 and change the grid locations in the all the 80 or so ARSENAL MOD RC1 weapon.ltx files from OL 2.2 + ARSENAL RC1 - v0.2. I changed the grid values only nothing else to the orignal values set in the ARENSAL MOD RC1.

trader
--> in the vanilla game you can buy ALL stuff by the barman
now it should be like this....
Barman --> silencer / Weapons and outfits that are "neutral", like AK47
(dont be used by Freedom or Duty)
Duty --> grenadelauncher / G36 / HK416 / Famas / RK [etc.]
Freedom --> Scopes / SG550 / AUG / XM8 / GALIL [etc.]

is no team behind it, its just me, one person and it was my 1st mod and also my last mod for stalker, maybe i will update it when they release a new patch, just to make it compatible and add Free Play from begin, since they idea, is very different.
Anyway, this update fix problems from the old version and bring much more unique features.
Starting a new game, is a must to experience this mod, this doesnt change the main story, but get the best things from the game to make it better.
The whole game levels will give you a different feeling, there are many type of different NPCs going through the levels, this is also one of the features, the fights will be more intense and the night will be scary, the blowout waves will be different in almost every level and there will be 2 options, take cover and hide till the wave is gone or experience it during a walk or a fight, the choice is yours.[/quote]
Features : [quote]- \"Free Play\"
You can finish the game as many times as you want and when you finish for the 1st time, the next time when you go to NPP level, there will be no radiation during the blowout, so you can explore more and once you finish the game with true ending or join the C-Consciousness project or refuse to join, then you wake up in one of those \"dead trucks\" , that means you can also make a wish and go from there till last level, after you finish will also unlock the others factions, so you will be able to join any of them by talking to Cordon trader.
Info: Once you finish and if you go back to NPP levels again, it will be very different, there will be the blowout, but no timer, so you can explore, but this time, there will be not just npcs, but mutants and same thing for last level, funny thing to see fracture climbing walls. (Need to start a new game or load a save game before prypiat)
PS: You will wake up from a random dream, so every time you wish to finish the game there will be a chance to see a new one and one of them is \"new\".
Info: If you want to see the Stadium, do go to main entrace, just go to left or right, there is place where you can get through the large fence.
- \"Blowout Waves\"
It\'s totaly random, with random sky and random effects and for every level it will have a different feeling, because as you advance there will be more effects, like psy phantoms, psy dog and mutants that spawn during the blowout, this brings a little bit of more tension, since you have no idea when it gonna happen, there is no timer, but instead of hiding, you can experience the whole thing during a walk or a fight and its more short than the one you are used with the last level, the blowout is more short, but it\'s in form of waves, so it feels more longer and those waves will hurt you, but not enough to kill you, so vodka and others radiation kits are really needed on the 1st levels, you will find enough of them.
PS: I added a \"show off\" feature, so you can start a new game and see how the mod feels to you, after 5 minutes you will see the blowout wave.
- \"Join any faction\" (Monolith, Military, Freedom, Ecologist, Bandit, Mercenary and Duty)
That is right, you will be able to join any faction, though there is no need to join Duty or Freedom using this method, in fact i could be friend of both faction just doing certain quests.
Info: To join most of those factions, 1st you must finish the game, but Ecologist, Freedom and Duty is on by default, why? because those dont have many conflict with others stuffs and you can make any quest.
Then after you finish the game, you will have access to join the others factions, it\'s something very different, because every faction will sort give you a unique experience.
For instance, if you join Monolith, you will have a hell of time in most levels, but in radar and npp levels they will help you, same for Militaries, but in the last level there will be just monoliths.
Also you will only see this option if you have more then 10000RU or 50000RU for others factions.
- \"Repair Faction Status\" & Quit Faction.
Have you messed up the stuffs with a certain faction? no problema, just go to trader and ask if him can fix it.
INFO: Only for Loners, Duty and Freedom, since the others factions you are always an enemy, you can join to fix it.
You can also quit any faction.
- \"Configure this mod\" - i left out some settings that the player can configure, just open db.script and read the information.
some of these settings are: Join all factions, horror time, Blowout wave, etc...
INFO: I STRONG RECOMMEND TO LEAVE THE DEFAULT SETTINGS, its the way this mod is meant to be played, though there is no problem configuring join all faction to \"yes\", this way it will be from the begin, but some factions may no allow you to do certain quests, that is why i made it to be only after you finish the game.
- \"Horror time\"
Now it\'s great, it\'s not just about spawing more mutants, there will be special effect and depending of the level, different type of mutants will spawn near you and also psy phantoms, you will know when this gonna happen when you hear a scary scream.
- Artifact Activation with unique hude textures and idle sound.
- Artifact Repair (Battery Artifact)
As the name say, it repair weapons(87%) and suits(90%), thanks to: \"Frag Maniac (AKA >Omen< \", he gave me the idea to make a root repair kit and i thought about making an artifact that can repair weapons and suit , i didnt make it 100% because it would make the traders repair useless, so 87% is good number for weapons and 90% for suit.
- ZONE TV - TV now makes sense and have some funny stuff, see picture. PS: There are much more cool stuffs, but i wont spoil it, just download it :D
- Take money from NPCs, you will be able to buy more weapons if you start a new game, it\'s fair because there are more mutants and a-life is more wild, not to mention i think this is the only mod that add more animals and they are mad!
INFO: It\'s random and by rank, high ranked stalkers will drop more money.
- A-life even more wild (may be not compatile with others alife mods, since this is \"alife mod\" itself), the 1st version was already very wild and you can complete all quests, also there is all the others fixed quests from the old version that have 10 days quest, so it\'s a woth starting a new game and exploring the levels.
- BIG Fix: mutants spawns tweaked, it\'s perfect now, there will be no mutants spawing when the level load, thuskano and fracture tweaked, now NPCs can attack them.
- Main story npcs with unique suits and same face, i thought they should stand out from the others, they also get better weapons and better protection from the suit. (need to start new game)
- \"New NPCs\" (see pictures) and NPCs with better weapons from begin, now they can fight those mutants and bandits aint anymore just a target practice.(need to start new game)
- Enabled PSY Dog in Pripyat and others levels.
- \"Black Bolt\" - Bolt Artifact, it\'s a lethal weapon for short distance, but you will need atleast another artifact to balance the radiation.
- Knife throwing - Yes that is right, just like the name safe, you will be able to buy a collection of 1000 knives throwing. Very good for medium range and even far away, i bet you will be playing around far away to see if you can hit some one. :D
Info: The animation is a little bit weird, but it works, i tried to make mini knifes, but i was running out of time, if anyone want to make a mini knife from the bolt texture, be my guest and email me and fix it.
- Dream Mod - \"No Hunger\", you don\'t need to look for food anymore, so you can just sleep and you wont wake up dead.
- All Suits tweaked and all Exo-Suits can carry additional weight and sprint as well, there is also up to 40 suits from the old version and all of them updated for the night vision and the extra weight.
- 3 types of night vision, most suits that didnt have a night vision, now they do and those suit that had bad night vision, now they get a new one and the others remain with the good NV, since the night its more dark and npc can see better, i thought its a fair trade.
- The whole weather system tweaked again, but its much more nice now, both NPP level are more clear and pripyat back to my \"default\" settings, so its more random now and thunderbolts are much more intense.
- All traders tweaked, you will see much more items, when you finish the 1st mision, talk to Wolf to unlock the others weapons from Cordon trader. You should get a pause of 2 seconds, no big...
- Added Trader to pripyat
You must follow that group of stalker and if one of them is alive you will be able to buy stuffs, also they will take over that big building by the left of the subway.
- More physic objects.
- 3 knives - you spawn with default knife and can buy more 2 from trader.
Tip: to switch knife just sell your knife to trader and buy a new one or buy a different one and drop the active knife, then drop the other one and pick up the one you want to be active in your slot, if you drop the active knife and try to move the one that is in your bag, will make the game crash.
- You can buy better detectors from trader - use the knife tip.
- You will start the game with better weapon, \"Auto walther\" and alot ammo, a scientic medkit, antirad, 2 grenades and 1 knife.
- Added more weapons, 2 Auto Pistol: Walther and Beretta.
More unique weapons from the old version: Super Gaus, Gauss Pistol, Zone TR 301(LR300 different texture and features), 2 MP5(one Golden mp5 and the other is a MP5 mod)
- Blood Tweaked
- Added harmonica to all Stalkers and no error messages, i would add more, but i couldnt find harmonica songs.
- Game Relations tweaked
- and many others small stuffs/fix and as usual, i probably forgot to mention something.
- All the others features from the 1st version of this mod
see here: http://stalker.filefront.com/file/ABC_Advanced_Balance_and_Collision;79656[/quote]

abundant 5.45mm round. Also uses a modified scope with a central red pointer, thanks to the Advanced Scope Pack V2 by Domm.
A sawn-off double-barreled shotgun which fits in your pistol slot. The Hand-Cannon!
A Beretta which can be set for single or full-automatic fire. It's 25 bullet mag takes the 19mm projectile.
All these are virtually given to you by Sid at the beginning of the game.

the trader in Yantar, and you get a high-powered Gauss weapon with pinpoint accuracy and no recoil. :rock:
All in all, a nifty \'lil mod that can be used to annihilate anyone and everything in your path. :p

ambitious mods out there today.
This mod aims to bring Shadow of Chernobyl back to its original "Oblivion Lost" roots and adds in some of the gameplay features we STALKER fans have longed for, like FREEPLAY (explore the zone after the final NPP mission), improved A-Life, and so much more!!!
[quote]FEATURES:
FREEPLAY
- New level changers (Stancia2 to Control Room, Control Room to Sarcophagus, Sarcophagus to Stancia1, Stancia1 to Pripyat, Cordon to Dark Valley and a new Radar to Bunker)
- Removed the scripted blowout from Stancia1 and the dead zone from Stancia2, so you can explorate the whole Power Plant
- The last portal teleports the actor to the court, so the game is open-ended
A-LIFE
- Now almost everything can be happened, there's a chance to meet any NPC's on other levels
- Sometimes the army raids, sometimes not, this is totally random, too
- The mutants are making their ways through pass the Zone in big hordes
- The mutants are entering places what they aren't entered before, so there's an increased chance to meet them in human-being places
REALISM
- All weapons are strongers and well-balanced
- Almost to all weapons be able to attach addons
- Added realistic sounds to the weapons, rounds, ammos, materials, environment
- NPC's are bleeding, if they are hurted then fall down to the ground, and if they don't receive any medkits about a minute, then they die
- Bandages and foods don't heal the actor
- The average bleeding don't stop by itself, only the minor
- Added realistic head-bobbing to the actor when he is heavily wounded
- Well-balanced armor degradation
- The crosshair is reduced to a dot
- Reduced HUD and removed NPC counter
STEALTH
- The NPC's can't notice the actor during night if his flashlight is turned off
- If the actor turns on the flashlight, then his enemies spot him immediatelly
- Reduced the sound volume of the Knife, now it's a dangerous and invisible weapon during night, presumably the NPC's won't notice the actor if he is smart enough
WEATHER
- There are 24 hours cycle weathers in all levels
- The night is dark and scary
- Restored the Sun and the Moon
- Atmospheric sky textures
BLOWOUT
- The blowout is totally random, you never know that when it will start
- The blowout spawns mutants and artifacts in random places
- The NPC's are falling down when the blowout starts, and they stunned to the ground when it explodes, also the actor is slowered and has got some minor effectors
- The blowout is dark at night and shiny at daylight
- If the weather is rainy, then the blowout increases the intensity of the rain, the thunders and the wind
MUTANTS
- Added all cutout mutants (Dwarf, Chimera, Cat, Zombie, Izlom)
- They have got so many different types of skins
- Added the Psy Dog as a new mutant (with attack effector)
- Two boss enemy characters (Burer and Koshei) - you can kill them with special methods
VEHICLES
- Added all drivable vehicles (Niva, Zaz, Kamaz, Tractor, UAZ, BTR, Moskvich)
- The vehicles aren't floating
- Well-balanced driving properties
- Added realistic engine and gear sounds to the UAZ
ARTIFACT ACTIVATION
- This is a method of transforming the artifacts created by an anomaly back to the anomaly they were originally created in
- Each artifacts have got different HUDs
MISCELLANEOUS
- Replaced main menu music
- Main menu from the 2215 beta
- Added the "Turn on the engine" to the options/controls
- NPC's can buy everything from the actor but in very low prices
- All traders can repair
- New stalker and weapon textures
- More types of skins of stalkers and bandits
- Sleeping bag
- Replaced some dialog sounds to russian
- Added some songs to the camping stalkers[/quote]
EDIT: Don't forget to grab the [url="http://stalker.filefront.com/file/Oblivion_Lost_Cumulative_Patch;88621"]patch[/url]!!

trucks, tractors, etc...
All in all, a very interesting mod for those of you who wish to explore the Zone in a vehicle, not on foot. :p
After you download the mod, why not [url="http://stalker.filefront.com/file/Transport_Mod_Patch;77778"]grab the patch[/url]?

(just because it looks cool). Thanks for all the comments on the first version! If I knew how to do bump maps I would do em\' in a second, but im new and im just gettin my feet wet here.
In Progress:
SOCOM USP .45 (Yes like the one from Metal Gear!)
Springfield Armory M1911 .45

this mod, the PMm Makarov and PBb Silenced Pistol will both have better textures. I TAKE NO CREDIT FOR MAKING THESE, they were made by Balnazzar, I just removed the cheap radioactive markings.[/quote] - Gohda

localizated at Yantar. Ecologs Had Renamed to Clear Sky.Merc will attack Clear Sky Faction at Random Time.
Clear Sky Menbers only apear after the task of shut down the "Brainlab" of Yantar.
Change Log of 2.1:
- Added Dark Nights
- Fixed Stalkers doesn't Envade Anomalys - Now They Envade and will not Loot Bodies in Anomalys
- Fixed Weapons - Now you can attach silincers , granade lunchers (M06 Granade Luncher for NATO and the other granade lunchers for another Rifles)
- Added Bleed to NPC
- Added Repair Mod
- Improved NPC Travel - You can meet any NPC and it causes some fights in Certain Levels
------------------------------------------------------------------------------------
Discussion Threads:
Use this Threads if you founded any bug or for give feed back:
GSC Forum:
http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=10&thm_id=15185&sec_id=16
FileFront Forum:
http://forums.filefront.com/s-t-l-k-e-r-soc-modding-editing/379509-clear-ssky-faction-mod-xratx-2-0-shoc.html

update many of the ambient sounds with improved quality sounds. The idea is to add some more atmosphere and ambience to the Zone.
I've also started fixing some annoying audio issues as well, you'll no longer hear Sakharov from outside the mobile lab, no longer hear bar patrons from outside the bar proper, etc.
This is still a work in progress, so feedback is most entirelly welcome!! Enjoy!

MP crashes.
This isn't the full change log according to Oblivion Lost.
[quote]"Implemented - compression option to switch off the network traffic on a server networked games (default is off).
This solves the problem of overloading the CPU servers with low productivity.
- A bug in the dialogue.
This error resulted in the fact that dialogues with a high degree of nesting were lopping.
- The possibility of creating servers for tournaments.
Access to the players on the list server implemented on the server (login and password).
Fixed-over 10 crashes in multiplayer game
- Maintenance of statistics on MP-match points, the use of weapons, and per-zone hit points"[/quote]

language text), \"Key Cards and Flash Drives\" (Borov and Barmans key cards, hotel key and new flash drive icons) and \"Disable Camera Flyby Cut-scenes\" (removes the cut-scenes in Agroprom and Wild Territory). Includes a lot of other tweaks to improve the single player game slightly, in particular the PDA and inventory screens. See the full list below.
Contains a modified all.spawn so requires that no other mods are installed and a new game must be started.

which incorporated DOF only for long distances, and statically.
[i]This mod is compatible with 98% of other mods and is highly recommended.[/i]
[b]Main Features:[/b]
[b]Near DOF[/b]: Unlike in the original shaders from Sky4Ace, not only objects far away but also those to which you are very close will be blurred (when you don\'t focus them).
[b]Full Dynamic DOF ( \"auto-focus\" )[/b]: The depth effect depends on your target distance, meaning that objects which are further away or much closer than those you are focusing will be blurred - the way your digital camera does it in auto-focus mode. This effect is well-known from Stalker CoP and other newer games.
[b]Zoom DOF[/b]: When zooming in weapon aim mode (with or without scope), the regions further away from the screen center will be continuously blurred, like in other games (e.g. Far Cry 2). This effect was requested long ago by the community but so far nobody had found a way to realize it because it can\'t be done by shaders only but needs some scripting.
[b]Alternative blur algorithms[/b]: In addition to the classic method by Sky4Ace, a simple gaussian blur algorithm is provided to incorporate the intended depth effect. Users may choose which one to have the work done (using a console setting).
[b]Heavy configurable[/b]: All the above effects may be deactivated or adjusted to your favor (check shaders/r2/ShaderSettings.txt).

descriptions improved, subtitles matched to the audio and NPC icons for incoming messages have been fixed. It also modifies some audio and corrects some hud elements.
Contains a modified all.spawn so requires that no other mods are installed and a new game must be started.
This updated version adds a few new fixes to the English language text files that were missed from version 1.0 and also adds a few HUD and PDA fixes.

descriptions improved, subtitles matched to the audio and NPC icons for incoming messages have been fixed. It also modifies some audio and corrects some hud elements.
Contains a modified all.spawn so requires that no other mods are installed and a new game must be started.

type.
PDA -
Several PDA\'s are included, using graphics of modern smartphones. A default is installed, options can be found in the options folder.
Cursor -
Three cursors are available; tiny, small, and medium. Medium is installed by default, others are included in the options folder.
Sound -
New \'contact in range\' beep, and three sets of PDA sounds. A default is installed, options in the options folder.
Hit marker -
Subtle blood splat effect, without compromising the ability to determine the direction of the bullet.
PDAs

was allot of requests for Urban camouflage on the existing camo gloves. Being a huge fan of urban camo myself, I decided to make my own and share them with you all! Enjoy!
This is my first mod, so if there is any issues please leave a comment and I\'ll fix it ASAP. [/quote]
Features
--------
-Custom Bump Map for HDR Lighthing (May be updated in the future)
-Hand painted urban style camo cloth
-Matching camo sleeves for the arms
-Fully compatible with Smart Mod Manager for easy instillation and removal

allowing you to return to the Zone after visiting the CNPP. It also makes changes to the text, spelling, poor translations; adds keys, detectors, flash drives, vanilla HUD elements, new Bar radio station; and several changes to the final level. That\'s just a fraction of what this add-on mod does, for a complete list please read the mods documentation.
This mod comes with an installer, simply add Oblivion Lost 2.2 to the game first then run the installer to add the new content and changes.

Psydog
-Chimera
-Snork
-Bloodsucker
-Fleshes
-Poltergeist
-Tushkano
-Pseudogiant
The main objective is give a vivid appaerance to these creatures, rather than seeing them as horror decoration.
Also, MUTATED comes with some new UI icons, including cut mutants and other texures as bonus (see readme for more details)

Monolitians in Rostok, Mercs in Yantar...
All is possible.
Obviously, certain quest are now impossible to complete so the mod is indicated for players who dont care about the main story and are interested only in freeplay.

SoC's issue wasn't improved with until recently. Unfortunately, SC 2012, with all of its great improvements, didn't include this. Therefore SC 2012 can only benefit from this addon, which introduces a couple of big changes to SoC's combat system, most importantly Kingfriday's complete re-animation of every weapon in the game. With that, sounds from SC 2012 and others listed below and modification of the weapon characteristics are added which add an incredible sense of realism. As a result, gun fights are very smooth and much more intense.

may not know Spanish, but that's fine, I'll make an English Patch for version 1.0 of this mod.
The mod is a compilation of existing mod, and the merging of such, plus some tweaks and other interesting things I found scavenging the unpacked vanilla gamedata files.
So, the mod mainly contains:
No time limit on quest, no headbobbing
real gun names and damage
extended torch range
CLEAR SKY ARTIFACTS (I recycled ShoC artifacts, couldn't change the meshes but tweaked textures and aritfacts values, thanks to Vintar on GSC forums).
Photorealistic Zone (Argus team)
SWO 3 + ALL Addons (excepting extras) + hotfix 2 + AAO (from imperialreign)
repair mod 2.0
some skins
improved the current night vission using the .ppe files from "additional NV" (imperialreign)
some nice sking from some people (credits on Spanish Readme until I make English Patch)
Rules on Engagement + AI Pack RC + AI Additions + compatibility patch (artistpavel)
my own Strelok suit (hand over Ghost Suit and get Strelok Suit that Ecologist was saving for Ghost xD)
Exo and SEVA's from Monolith, Mercs, Duty and Freedom on sale
GAUSS RIFFLE ON SALE (with ammo at eco. bunker on yantar)
Fused the ShoC and CSky maps
8 Artifact slots on belt
and other little tweaks I made myself...
Why is no English patch yet? I want to make sure that I'll not make any other change to text files, so I can translate myself from spanish to English every file. Please be patient.

Shinigami (japanese for "The Death") is not human, is a soul bring back to life in his restored human body, but, who cares? the important thing is that he is awesome and strong and resist radiation and psi damage.
So what? I MADE AN OUTFIT WITH THIS ABILITIES (resist hellish radiation and psi damage and heals 3 times faster than Healing Berill; note: get tired too fast).
This is a pseudo-realism mod made with a compilation and recombination of existing (popular and not so) mods from other authors, and tweaks (after making then compatible, alter some numbers, why not?), and some other crazy things I wanted, such as 8 artefacts on belt, some retexture, find artefacts in death bodies and "be able to steal" the outfit from other stalkers. And more retexture, and more tweaks on all the mods I know I can modify.
And so, this is 0.3 because I made other BETAs before, and they were a total fail. I know they have errors (some of them may never be solved), but once we know the mod is stable, I personally will make the patch for english translation and include it in the .zip.
Some of you may be asking. What the Hell has the "Shiniwhat" to do with this? Well, in my community I participate in creative writting, making an altern version of Shinigami being a stalker who can't use his powers because that makes him got awfully tired.
So. Spanish mod BETA. If you want to risk, you can try. Or wait some weeks for english patch (I want to be sure that I don't have to correct more spanish text files before translating)

site on 12-08-2009. All comments were lost unfortunately. [/b]
An oft-praised mod for S.T.A.L.K.E.R.: Shadow of Chernobyl which combines many different mods to massively upgrade the game without major gameplay changes, giving you a polished yet pure Zone experience.
Contained within are new textures, sounds, music, sky, weather system and visual effects, along with bug fixes, AI improvements, upgraded graphics, ragdoll physics, a revamped user interface and so much more.

overhauled to the new environment of the game including the sounds and stalkers. The weapons are edited too. And ALL particles are enhanced, like artifacts, anomaly's, post-processes like radiation, night-visions, Extreme explosions, Extreme anomaly blowouts, even the leaves falling of a bush or tree are edited (don't know you'll see the difference) But the file that is in this file that makes that possible is Particles.xr a file that was 1.4 mb to 1.5 mb, and that seems not much but in effects that's 300 effects more. Even mutants have their own particle like boodsucker invisibility. Just check it out! Float32 And Sky4ceGraphics 1.78 included too.[/quote]
This mod is a complete overhaul of the texturs, sounds, weapons, particle effects and much more.

Kanyhalos and others) experience for English language players.
It corrects many vanilla Russian to English translation errors, incorporating many of the corrections from the excellent Raw Onion Revamp 1.05 Mod made by tharawdeal and onionradish for the vanilla game (please see the original Raw Onion Revamp 1.05 readme included in this package).
I have gone to great lengths to not only merge the above mod into OL2.2, but also to add to and increase it's scope by correcting many of the issues that stemmed from Russian to English translations in the OL2.2 mod itself. Also, in the course of working on the mod, any bugs or errors that I came across that I could fix, I did; so the mod contains a few things that go beyond the scope of just a text file edit.

1.0004 vanilla. Just unpack it into the gamedata folder and [i]voila[/i]. Starting a new game is not needed.
You're free to include this minimod in other, bigger ones as long as credit is given.
~ utak3r ~

patch doesn't add a ton of textures or anything, I wanted to make this as small in size as possible. Previously most of these mods were available but not compatible with each other. I've made them compatible with OL v2.2 and added a few things of my own.[/quote]

out with semicolons so can be seen for reference.
The file is GAMEDATA / CONFIGS / MISC / effectors.ltx
It can be edited using Notepad.
If you already have mods installed that contain that effectors.ltx file then simply edit the one you already have.

the "Real Reputation" mod by Isilidur. Full credits in Readme.
[quote]These mods together create a very fun game, HOWEVER, this is still Beta V1.0. I uploaded this for your testing, as I simply do not have time right now. I love feedback, and suggestions, as this improves my skill at mods.
NOTE: If this causes damages to your PC/game, I am not responsible. If you download and install this, you accepted that I am NOT responsible. You have been warned. Though I don't this will murder your game/PC.[/quote]
Screenshots coming soon! Feel free to contribute!

tie-ins to the STALKER universe by including speculation on how it got into the Zone and who might have them.
There are several entries for weapons that aren't in vanilla STALKER, so I encourage installing the Gosuke's P90 and PKM mod as well as AEM, Arsenal, and the Trader mod to unlock the TOZ34. This is updated from version 0.8 and includes ammunition information and minor formatting corrections.

changes allow you to shortcut main story line on some points and open all levels for practically unlimited freeplay. Of course, the game can be played normally as well. Levels were edited a bit as well, most of permanently locked doors are open, non-functional ladders are fixed, some houses in Pripyat have climmable drain pipes and so on.
version: update to 1.2
unpacked size: 1.3 GB (contains Arsenal RC1 textures and SC 2009 textures)
tested on: S.T.A.L.K.E.R. - Shadow of Chernobyl 1.0005
requirements: Original game and Unreal Freeplay Mod Mix v.1.01, strong PC for smooth play
This file is update and contains only new files, for functional game following basemod must be installed first:
http://stalker.filefront.com/file/Unreal_Freeplay_Mod_Mix;99826

your
modification !!!
----------------------------------------------------------------------------------
I found little no-bug in STALKER ARCADE. Winchester 1300 has realistic RPM ( round per minute ) - crazy very slowly reload. In the "Winchester 1300 RPM FIX" folder you found a fix for this problem.
Thats ALL - sorry I must going back to the ZONE. One month I only tested my mod-compilation "SA" that I could normally play the game;-)

have been edited and re-commented for
proper playback in-game.
Level Musics replaces many of the in-game ambient musics with more ambient, atmoshperic and darker musics.
THIS MOD IS STILL UNDER DEVELOPMENT!!! FEEDBACK WOULD BE GRATEFUL!!!!

claims to them will be erroneous too.
Initially the Patch was reflected for decision of the most persuasive problems of a multiplayer, such as a necessity to vote every Five minutes for change of weather on clear or the narrowed corner of the review (FOV). But more functions were added like the perspective support of unofficial maps and correction of errors of a drawing in r2. Plus alternative r2-render on the basis of just one shader from the some old version of float32 mod.
See the readme for full details

couldnt find any mods out there that had it. So I made my own.
This is an Add-on to the AMK1.4 mod + AMK Dynamic Music Pack.
Basically it just overwrites the HL2/UT/Quake AMK Dynamic Music with my Clear Sky Music that I ripped out of the Clear Sky Game. So you MUST have the AMK Dynamic Music Pack + the patch for it installed FIRST before you overwrite it with my Add-on... This is pretty much and Add-on for an Add-on.
Links for the AMK1.4 + ENG Patch + AMK Dynamic Music + Patch are in this pack if you dont have them already installed.
Also in this pack are the old AMK "HL2/UT/Q Dynamic Music"s incase you feel like reverting back.
THIS ADD-ON IS STILL UNFINISHED
I was unable to rewrite the scripts (kept getting CTD's) so I just replaced the old dynamic music files with the Clear Sky ones, so the Clear Sky tracks are fairly short (As short as the AMK ones are). I'm in the middle of trying to get help from AMK team on writing full scripts for these so they play just like they would in Clear Sky. However, how it is right now is still good, it just has shorter tracks that loop.
--------------------------------------
What I mean about why its short is:
AMK has 14 tracks that play roughly 4-8 audio files that just loop.
STALKER Clear Sky has 3 tracks that play roughly 20 audio files that will loop.
I couldnt rewrite the scripts so it only played 3 tracks with 20 Clear Sky Audio files at random so I had to make 14 tracks with roughly 4-8 audio files in each track to match the AMK mod so it wouldn't CTD.
--------------------------------------
Here you can hear what it sounds like...
http://www.youtube.com/watch?v=aw7loO19-4E
http://www.youtube.com/watch?v=U9_Y6lYbWGQ
I hope you enjoy it.
--------------------------------------

adaptors.
If you are experiencing problems with too detailed textures on older machines, you can use this patch. It removes photorealistic detailed textures and uses default textures instead. Package still contains Weather Overhaul textures. New game is not required.

most immersive, atmospheric shooter, or you're back for replay, this mod is for you, I'v been working on it for several months and here it is, the world of STALKER like you've never seen before with graphics 2.0, unlike other global mods, this one doesn't alter the original story and gameplay:
STALKER Complete 2009
Version 1.32 by artistpavel
----------------------------------------
This mod has been created with a thought of bringing the beautiful and immersive game of STALKER from the last generation era, when it was created to an up-to-date experience you'd expect from games you play in 2009. I did not try to include every single mod out there that changes the game beyond recognition, that was not the point. The following list is the carefully chosen essential collection of most advanced and aesthetically pleasant modifications, created by talented concept artists and programmers in the past 2 years. These are meant to technically and artistically enhance the game without compromising the original feel and atmosphere developers meant you to see. You'll notice every single detail has been retouched and has a polished feel to it.
This is ideal for first time players or people who have beaten the game when it first came out and now are coming back to replay it on new rig with higher resolution and better graphics.
Screenshots can be found here: http://www.flickr.com/photos/artistpavel/sets/72157608341111036/detail/

on freeplay. Apart from integrated mods functions it contains also some new (sometimes experimental) features, in example possibility to shortcut main story line, different and enhanced TV and radio programs in the Zone, operational ladders in NPP area, pain after the wound and some others. Mod was created and tested on version 1.0005.
Mod version: 1.01
unpacked size: 1.5 GB (contains full Photorealistic Zone textures and Weather Overhaul tetures)
Mod description follows, read README file in the package and below for more information.

for my Update to v1.1, just the base mod linked above.
Mod description:
Balanced (and increased) weapons and outfit condition decrease rate.
Improved some textures (minor updates, may not be visible, but they are there).
Trader's merchandise now depends on your progress with main missions.
Calibrated scopes and reticles mod is optional if you don't like or don't want Gnomus' scopes. It can be found in CalibratedScopes folder.
Light has further range.
Belt now has 20 slots.
Note for text bellow: equiped in slot = can be used via hotkey (knife, binoculars, light)
Flashlight, binoculars, PDA, knife and detector which are equiped in slot (not belt but their own slot) are only shown in trade screen.
To equip/unequip an item from it's slot you need to buy/sell it or move from/to chest.
To equip a better detector first sell the old one then buy the new one.
You can put their duplicates, which will be shown in the inventory, to the belt to make it look like you equiped them.
They all weight 0 kg so no worries about unnecessary weight.
The bolt can only be purchased from Sidorovich.
The knife and binoculars can be dropped when equiped by using "drop weapon" command (default: G) and can be picked up without crashing the game.
Important/Attention: When one of above items is not equiped and it is on belt do not use the "move to slot" command via right-click menu or the game will crash.
Included mods:
Gnomus scope mod - reallistic scopes. Author: Gnomus
Dunin ammo mod - changes the number of ammunition in the box (before it was varrying, now it is constant - how many ammo in the clip, so many in the box). Author: Dunin
Radio mod - more songs on the radio in the 100 Rads bar and megaphone. Author: Theophagy
Satellite map mod - gray-blue satellite map of the Zone. Author: Silenzio
Harmonica mod - NPCs can now play harmonica too. Author: Gordon-X
Calibrated scopes and reticles mod - realistic and calibrated scopes. Author: PieJesu
Weather overhaul mod - improved nights, rain, added fog, etc. Author: TheVoodoo
Rules of engagement mod - tweaked NPC vission distance and player's probability of being seen. Author: KoGar
Repair mod - Sidorovich, Barman, Sakharov and Screw can repair your weapons and outfit. Author: Shebuka
Show reward mod - before you take a task, it's reward are shown, so you'll know if the task is worth it's reward. Author: Onionradish

came with Oblivion Lost 2.2, aswell as a ton of other things that in general makes the mod A LOT better. Unfortunatly if you tried to use the mod with Arsenal RC1 merged into Oblivion Lost 2.2, you either got a crash or some features were missing. This small patch fixes that crash and adds the mod's features to the Arsenal RC1 files.
I've also added some other fixes I've made. This is sort of a temporary patch until elgen can release a new official version that's compatible with Oblivion Lost 2.2 + Arsenal RC1 Merge.
REQUIRED MODS:
----------
Oblivion Lost 2.2
Arsenal RC1
Oblivion Lost 2.2 + Arsenal RC1 Merge - v0.2
Natural English Language Mod 1.0 for Oblivion Lost 2.2

slots.
Note for text bellow: equiped in slot = can be used via hotkey (knife, binoculars, light)
Flashlight, binoculars, PDA, knife and detector which are equiped in slot (not belt but their own slot) are only shown in trade screen.
To equip/unequip an item from it's slot you need to buy/sell it or move from/to chest.
To equip a better detector first sell the old one then buy the new one.
You can put their duplicates, which will be shown in the inventory, to the belt to make it look like you equiped them.
They all weight 0 kg so no worries about unnecessary weight.
Important/Attention: When one of above items is not equiped and it is on belt do not use the "move to slot" command via right-click menu or the game will crash.

post-processing effects for each type of anomaly, and the radiation effects are a lot clearer than with vanilla SoC. The nightvisions have been replaced with better ones from Clear Sky. Whenever you get a new objective, or complete one, a news item will temporarily pop up and give you more information. Also whenever you get information for a stash, a news item will pop up and tell you which level it's on(esc = Escape A.K.A. Cordon, gar = Garbage, etc.), as well as some more info. If you play with a different mod that has cars in it(Oblivion Lost 2.2 or something), you now get a car condition bar to see how much damage your car can take before exploding. Some people may not want this, so the option to disable it is in the #options folder.

juiced energy (may do other varieties in future)
This mod is compatible with the ABC sleeping bag mod for any users of that mod.
HELP NEEDED
I would very much like to make my mod compatible with the weather overhaul mod by The Voodoo. Currently without the weather overhaul mod my reskin works fine. With it however, my custom Inventory icon still works, but my can skin is overridden by a blue "Non Stop energy" can skin. If anyone can help me overcome this problem it would be VERY much appreciated.
Also if anyone could help me to find and edit the Energy Drink item description I would be very much obliged. Credits will be given where due for help with these issues. Either email me at thisguyiscensored@hotmail.com or comment below. :D thanks.

something creative. the first secounds its a stalker playing guitarr and humming but later on he gets out into the zone exploring some :O
i want to thank Crumb for making the extremely good music in the end,tho i wouldent suggest you listen to that if you havent done the good ending in stalker shadow of chernobyl since its a spoiler.
im sure this wont be downloaded much but as i said its nothing special,although if someone likes the humor in it, please tell...

need help making the skins work with The Voodoo's Weather Overhaul mod for SHOC- can seems to use a different skin with this mod and overrides my skin.
Also help still needed in finding and editing the Energy Drink item description to better reflect the mod change :P
Hadk(timcnd1)

post-processing effects for each type of anomaly, and the radiation effects are a lot clearer than with vanilla SoC. The night vision have been replaced with better ones from Clear Sky. Whenever you get a new objective, or complete one, a news item will temporarily pop up and give you more information. Also whenever you get information for a stash, a news item will pop up and tell you which level it's on (esc = Escape A.K.A. Cordon, gar = Garbage, etc.), as well as some more info. If you play with a different mod that has cars in it(Oblivion Lost 2.2 or something), you now get a car condition bar to see how much damage your car can take before exploding. Some people may not want this, so the option to disable it is in the #options folder.
If you play with a widescreen monitor, some features may not work. It is compatible with any other mod, but it will overwrite changes other mods make to the HUD and UI. It has been tested on 1.0005 and should work with any other patch. If you play with Oblivion Lost 2.2, you will notice the HUD is similar, but there are three major additions to the HUD; a stamina bar, an ammo icon, and a compass.

post-processing effects for each type of anomaly, and the radiation effects are a lot clearer than with vanilla SoC.
If you play with a widescreen monitor, some features may not work. This is because I do not have a widescreen monitor, so I can't test it. It is compatible with any other mod, but it will overwrite changes other mods make to the HUD and UI. It has been tested on 1.0005 and should work with any other patch. If you play with Oblivion Lost 2.2, you will notice the HUD is similar, but there are three major additions to the HUD; a stamina bar, an ammo icon, and a compass.

post-processing effects for each type of anomaly, and the radiation effects are a lot clearer than with vanilla SoC.
If you play with a widescreen monitor, some features may not work. This is because I do not have a widescreen monitor, so I can't test it. It is compatible with any other mod, but it will overwrite changes other mods make to the HUD and UI. It has been tested on 1.0005 and should work with any other patch. If you play with Oblivion Lost 2.2, you will notice the HUD is similar, but there are three major additions to the HUD; a stamina bar, an ammo icon, and a compass.

may not work. This is because I do not have a widescreen monitor, so I can't test it. It is compatible with any other mod that doesn't change the UI or HUD, and it is compatible with Leandro's Widescreen UI. It has been tested on 1.0005 and should work with any other patch. If you play with Oblivion Lost 2.2, you will notice the HUD is similar, but there are three major additions; a stamina bar, an ammo icon, a compass, as well as the inventory, trading, and looting screen changes.

interesting.
Version 1.5 also adds in additional anomaly effects, taken from Clear Sky. Each typ of anomaly now has it's own type of post-processing effect, instead of all anomalies using the same .ppe.

the HUD changes, but you won't get the rest of the features. It is compatible with any other mod that doesn't change the UI or HUD, and it is compatible with Leandro's Widescreen UI. It has been tested on 1.0005 and should work with any other patch. If you play with Oblivion Lost 2.2, you will notice the HUD is similar, but there are two major additions; a stamina bar and an ammo icon.

they will do as they see fit, and each play is totally different, you can have quite a low key game, such as maybe duty and freedom having small skirmishes around each map and some factions spreading around, to it having a huge jump in wackiness, and have the monolith stream in from the north and take over the entire bar area from the stalkers and the duty.
All is possible and all is random, given a small while, the zone will grow into a war zone, at the start it will seem the same, but later on you will notice a HUGE difference, and before you think this is some low key faction war spawns, think again, factions makeovers, troops around the zone in real time, in online and offline mode, unlike other faction war mods which just spawned a few people, this goes a step further, and unleashes a key aspect of the Stalker A-life in factions, which should have been there from the start.

Aks are worthless, they do more damage tha the NATO-rifles.
Also My own textures for the OL-weapons are in this mod.If you are using static light they look ugly-chromed, they will changes this.They will also look better on Dynamic-lightning.
New weapon-sounds are they're, too. If you wanna know whats more in this little peace of mine than look in the readme...
The weapons are almost perfect for my opinion, but this is not my final version!
The next will also have different rounds-per-minute rates. (G36's have this already)
You see I don't give up on OL2.2 + Arsenal! But you should know that I'm not working on this anymore... My next version will be for the "Supermod Pack V2.1 for Oblivion Lost 2.2".

Lost.
However this small mod does not require any mods, not even O.L., and suppose to run on every patched, or unpatched (anyone plays on unpatched version?) version of the game.
On the images can see the frame issues, that I encountered.
THe file contains both versions for the normal screen and widescreen monitors.
Credits:
---------
To GSC for S.T.A.L.K.E.R.,
To Kanyhalos and his team for Oblivion Lost,
To Dezodor and his team for Priboi Story,
To NatVac for the tons of help,
and the Stalker.filefront.com admins and users...

a realism mod, I have rebalanced many aspects including the weapons and ballistics to what I consider to be fair to gameplay, not necessarily realistic. This mod has only been tested for balance on the 'Master' skill setting, so I have disabled all other settings.
What does all this mean for you?
This mod enhances the retail version of Stalker through improved; graphics, sound, performance, balance, AI/A-life, day/night weather, weapon ballistics & ragdolls, quests, trading, unique items, text/interaction, interactivity, artifacts, health & sleep system, options, hidden secrets, bug fixes and generally removes a lot of the things that just really annoy.
Version 1.05 is two years worth of work by the author. After this there will not be any more versions of this mod, this is Reb Final.
Don't forget to grab the [url="http://stalker.filefront.com/file/;97193"]HOTFIX![/url]

i've improved the pistol ammo to instead of 12 to 15 bullets to: 100 to 200 bullets
and that's because the PKM in the game needs more ammo(see by NEW WEAPON AND SUIT UPGRADES)
and the bullets aren't heavy! they are each pack 0.002g!
All the suit in the game are expensive AND good.
I've improved evry thing on the suit's.
I also included the better_items_at_beggining mod.
So also the weight carry.I'ts now 10000kg.
This mod works only with 1.0005 patch!
Although the 1.0005 version is working with the 1.0006 patch aswell, but that is just an MP Patch.
Better to start new game, especially if you changed something in OL2.0, and i am not responsible for edited versions or failures of data.
NEW WEAPON AND SUIT UPGRADES
-GROZA OC-14, Colt1911, LR300, Bizon, Kriss Super V, Sig550, Sig220, PKM, P90, Abakan, AK74, AK74u, PM, PB And Saiga12C. Most of them not available at traders.
-GROZA : 40 Clip + the ammo_7.62x54_7h1, ammo_7.62x54_7h14, ammo_7.62x54_ap Sniper Bullets.
-Bizon : 84 Clip + ammo_5.56x45_ap Rifle Bullets and i increased the price and RPM.
-Kriss Super V : 75 Clip + ONLY the ammo_5.56x45_ss190, ammo_5.56x45_ap Rifle Bullets and i increased RPM.
-PM : 12 Clip + i've changed the name into MK.23-USSCOM.
-PB : 12 Clip + i've changed the name into MK.23-Silent.
-Colt1911 : 15 Clip + Only ammo_gauss. (like the gungauss by the ABC Inferno mod)
-Sig550 : 75 Clip and i've changed the name: Proto-Sig680-Sniper and the RPM.
-Sig220 : 21 Clip and the name: Proto-Sig330.
-Saiga12c : 15 Clip and the RPM.
-LR300 : 50 Clip and the name: M4A1.
-PKM : 300 Clip + The normal 19x8mm Pistol ammo.(I did this because almost evry man in the game has a pistol rigt? so thats more ammo!)
-P90 : 150 Clip + ammo_7.62x54_7h1, ammo_7.62x54_7h14, ammo_7.62x54_ap Sniper Bullets and the name: Proto-P99-Sniper.
-Abakan : 45 + The price and the RPM.
-AK74 : 75 + The price and the RPM.
-AK74u : 50 + The price and the RPM.
- and a special one HAHAHA! the knife.now you can kill somebody on 180m away! awsome!
good for silent missions or if you dont want to use your o so silent weapon. -_-?

burst
blued
-----------------------------
THIS IS IN BETA MODE AND STILL IN TEST PHASE ... THE FINISHED VERSION WILL BE PLACED IN THE 'UNIQUE' CATEGORY ... IF I CAN EVER GET THAT TO WORK FOR ME... PLUS IT WON'T BE A CHEAT GUN!
so use this at your own risk .. I will not take responsibility for corrupted saves or random crashes ...and most importantly, broken equipment due to meltdown.... you know who you are... I've been there too... yelling at the screen and banging my keyboard from frustration... you have been advised.
-----------------------------------------
SO WITH THAT IN MIND I STILL NEED SOME TESTERS WILLING TO TAKE THE RISK AND GIVE ME SOME FEEDBACK

flashlight, whichever one correctly named will be used.
...so you can store all of them in the same folder ... and when you want to use a different color just rename the one you choose to "light_night"... get it?
I'm still trying to figure out how we can use all of them with an in-game switch ... like fire-modes on a rifle... but no joy.
I nixed the shoulder mount idea because of the way it works while on the head ... I found that when searching for stashes in the dark the shoulder mount would not point at the correct spot and that the head mount did ....

there are many awesome weapon additions added to the pistol slot ... I use most of the ones found in the amazing Oblivion Lost Mod
but I wanted to convert one of the default models .... just to see if it worked or not .. plus I was bored and wanted to make a Glock 18 ... I think I got pretty close to it ... but I'm not a texture or bump map guru ... so if anyone out there that can model one ... that would be terrific! :)

merge for OL2.2 and Arsenal RC1 is in the zip,too.
I put my gameplay files separately in there, so you don't have to download them.
-->maybe I will make this again.
But I don't know now, 'cause it's a lot of boring work...

m16a1/a2/a3/a4, the ACOG scope and the m203 Grenade launcher!
please note that this mod was designed by me to us the M16A4 with attachements specifically.
other weaponry including the M203 or ACOG may look a little odd.
to install; unpack the wrar file and put the gamedata in the main STALKER SHOC directory, then run the game.
you may want to back-up or delete any existing non-arsenal RC.1 - 1.1 gamedata's as this will crash the game.
I don't require any credit for this mod as it is a simple reskin.
Cheers and thanks for your muchly appreciated download. >:D
MUCH credit to the many creators and collaborators that created the Arsenal mod, thou shalt live forever in STALKER history!

opacity as player's health decreases. That example also resembles my original intention: to replace the default HUD elements (health, armor, stamina, light, noise) with icons that would rather change colour or opacity instead of a horizontal or vertical straight "bar". By the time I achieved what I wanted, I noticed that I like my own custom "bars", I've previously made for myself, more, so I didn't want to do anything further than the "sweet-heart" example. Still, I thought somebody might find the functionality useful and I decided to release it anyway.

anymore;
they are perfect circles.
This is for those who want to run the stock scopes as GSC intended them to be, but run the game in 16:9 (Stalker at 1920 x 1080 with maxed out settings and Ultra Graphics Mod is a beauty, by the way).
If anyone wants, I\'ll make a 16:10 version for the more common widescreen monitors. I run an HDTV, hence the 16:9.

too much and the bloom which is not realistic is pressed down as much as possible.
The sunlight to pour moves to real time.
The sun rises in the east and the sun sets in the west in the evening. [/quote]
This is a beautiful looking mod and a recommended download.

the weather cycle which was used in the Oblivion Lost mod; During his work on it, he started to change more and more variables, replace the sky textures, create new periods and so on, that, along with some other changes and additions gave life to this mod, S.T.A.L.K.E.R.Weather_Overhauled.
[b]Some of the features of this mod include:[/b]
New weather settings for all outdoor game levels (clear weather for Pripyat, Yantar, Dark Valley etc)
Included StalkerSkies and Float32
Effective rain periods, thunder-storms
Completely re-done sun positioning / shadow settings - shadows are realistically long (check out the screens) and point to the proper direction. All this perfectly synchronized with time of day, geographical orientation (sun rises in the east and sets in the west) and visible sun position
Sun travel "emulated" with proper sky texture transition and sky texture color settings
New, sun-based lighting system which makes the game look much more like real-life - during the day the sun always gives at least some lighting, but the color, intensity of it and the way it transits form one setting to another is depended on the time, clouds, fog, angle etc.
S.T.A.L.K.E.R.Weather_Overhauled is what you're after if you want to dress up the effects of your S.T.A.L.K.E.R game, and enjoy a whole new realism while you are fighting for your very survival.
[b][i]Note:[/b]
If you find that the nights are to dark for your tastes, the developer has provided a quick fix to lighten things up a bit, [file="85176"]download it here[/file]![/i]
Refer to the readme for more information.

does not change the way in which the nights are lit up, it only lightens them up generally. Some interesting news regarding this mod the dark nights and realism, the developer is looking at ways to add moonlight, to better solve the issue of the nights being too dark.
The developer started this mod out as a little tweak to the weather cycle which was used in the Oblivion Lost mod; During his work on it, he started to change more and more variables, replace the sky textures, create new periods and so on, that, along with some other changes and additions gave life to this mod, S.T.A.L.K.E.R.Weather_Overhauled.
Refer to the readme for more information including how to use this quick fix.

of the game it turned out to be different: things did have a life, but only within specific areas of the Zone. They may escape these areas only under two conditions: 1. They chase something. 2. They are running away from something. Therefore what you have is, on the map Cardon, the dogs not far from the wagon will walk around that area forever until one of the scenarios takes place. I, in my mod, removed these area restrictions for ALL monsters and for some NPCs. What is the result? For example the dogs near the wagon now can walk, for example, to the wounded stalker that is there and eat him. Members of the Zone can now freely roam around the entire map. This gives way to many interesting situations. For example a large brood of dogs, 20 of them, roamed towards the military and attacked them. The same will situations will happen with NPCs. For example we take the Rookie Camp. Before nobody would leave the camp, but now 1-2 stalkers will periodically leave.

points. There is a slight change in alignment - the flashlight looks as if it is shining from your right shoulder, rather than your forehead.
Check the readme for more info, and the screenshots to see what I mean.
This does not use any files from other mods. The file I used is from S.T.A.L.K.E.R. 1.0005.
This is free to use however you like.

S.T.A.L.K.E.R, never seen in any videogame before (except some next-gen games which are still in development, e.g. Crysis , Unreal3 and others) The mod is based on the original Parallax Occlusion HLSL code (Policarpo2005, McGuire2005, Tatarchuk2006), heavily modified by Sky4CE to allow for a considerably higher performance and maximum optimization. You might have heard of Parallax Occlusion Mapping being referred to as Steep Parallax Mapping, Per-Pixel Displacement Mapping With Distance Function, Relief Mapping, Interval Mapping - all of those are alternative names for Parallax Occlusion Mapping. This technology creates a very close-to-life illusion of true relief , turning flat textures into something that looks much like an actual relief made of polygons. A similar effect can be achieved via Bump Mapping or Parallax Mapping, but the difference between Parallax Occlusion Mapping and these two is utterly astonishing.[/quote]
Make sure you read the Read Me [b]CAREFULLY[/b] before using to see if you computer and settings can handle this graphics mod.

"realism mod", though many things will have a sort of "realism",
this version is very different from the ABC 1.0, i did many changes in the gameplay,
AI and Stalker & Weapons damages.
When you start, you wont see all the mod potential, you will probably need to play
2-4 hours, because everything in game is affected by your skill which is based on
your rank, i.e. weapons and suits, those 2 items will work depending of your skill
and depending of the item, some items will work better and advanced items wont work
very well, so when you start you will need to pick the correct items and as you advance,
those advanced items will work better. The things will get better and worse as you advance through the ranks.
Ah there is a cool thing that you can do if you get the super gauss, it work very well for throwing explosive items far away.
Very cool, check out my video.[/quote]
Be sure to check out a teaser video [url="http://www.youtube.com/watch?v=FpQfLrvCKOY"]here[/url] .

K EEEE R R
Tweaked Desert Eagle V1.0
First Released 25/8/08
THIS IS MY 7th MOD!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I live in the UK but I have S.T.A.L.K.E.R North American Version
This mod increases the hit power of the deagles by 10 and doubles the hit impulse factor.
I have not tested this mod, so you will be the first to check it out.
I did this because I thought the Big Ben and Black Kite were rubbish at their job.

the colling holes have not been bump mapped on, I have little idea how to bump map, so if you want to take the skin and enhance it, feel free to re- release it yourself, just gimme some credit thought.

sounds.
The mod features:
Extra powerfull Super F1 Grenades- Perfectly suited for eliminating packs of mutants.
Super Rgd-5 Radioactive Grenades- Best used on targets resistant to bullets like
Psuedogiant, and Exoskeleton Stalkers.
Electro and Acidic Blood Rifle Grenades- Your all purpose "distance" round. these work well on just about everything, and they look cool too.
M209 Radioactive Grenade- For when that Exoskeleton Stalker has a sniper rifle.
RPG-7 Tactical Nuke Launcher- Rare and deadly, the ultimate weapon for any stalker.
Guaranteed to keep you warm and safe at night in the Zone!!!
All weapons using radioactive damage leave 60 seconds of green light after the explosion. I recommend using Full Dynamic Lighting for the best experience, and
remember that the weapons are just as dangerous to the player, as they are to the
enemy. Always Use Caution When Using Them!!!:)

to be done to get the effect, had some serious contenuity errors with his aimpoint as it looked nothing like the sight on the lr300, nor did it allow for grenade launchers to not look all hellishly out of place since it was designed for an lr300 without one.
I also added a 16 by 9 ratio aimpoint as I tested and developed these for that aspect ratio, but I converted them to a 4 by 3 ratio since before the 1.3 patch, that was all we could use and I dont want to leave any one out of this.[/quote]

be
compatible with mods like: ABC, or Faikies. The original
weapon files were a bit off on the Muzzle Velocity, effective
range, and speed of the bullet.Also I changed a few settings
like now the OC-14 Groza now fires both 7.62(AK's),9mm
(another version of the groza) and PAB-1rounds, so no need
going off trying to find that "rare" Groza. Weapon names
are updated and the real names. I also used tvanr's Weapon
Changes that disables the zooming of non scoped weapons.[/quote]

so it should be
compatible with mods like: ABC, or Faikies. The original
weapon files were a bit off on the Muzzle Velocity, effective
range, and speed of the bullet.Also I changed a few settings
like now the OC-14 Groza now fires both 7.62(AK\'s),9mm
(another version of the groza) and PAB-1rounds, so no need
going off trying to find that \"rare\" Groza. Weapon names
are updated and the real names. I also used tvanr\'s Weapon
Changes that disables the zooming of non scoped weapons.
v1.1 changes:
*Removed tracers for all weapons.
*Disabled hollywood effect, bodies no longer fly 20ft. after
being shot.
*Changed ak74 stats to be more effective and realistic(thanks engraphos)
*Changed abakan to have ak-101 specs.
*mabye more can\'t remember at 1:00am..[/quote]

RPG rocket launcher has been modified to four rockets. The ultimate techinical system duplicates the rocket which has been loaded. When RPG's rocket is launched system duplicates it, without any additional resources.[/quote]
Also included is the X-46 Suit, 7.62x54 'Vintorez' rifle, Anti-Radiation Leather Jacket, Scarecrow Selfmade Exoskeleton, and Uber Walther P99.
Sound interesting? Be sure to check it out!

\"BosnisHazard\" Heckler&Koch G36K Skin.
http://stalker.filefront.com/file/HecklerKoch_G36K;89072
All credits goes to him. I got his permission to do this and i only do
this for fun and to learn.
//Joro

Darius6[/quote]
[b]*NOTE*[/b] This patch is needed to fix a CTD on game startup due a few non-functional sounds included in the mod by accident. [urlhttp://stalker.filefront.com/file/STALKER_SOUND_OVERHAUL_CTD_FIX_PATCH;84709[/url]

ones.)
-New footsteps for player (Same ones that were included in Immersive thunderstorms 1.0)
-New footsteps for NPC's. (Well, i've replaced the default ones, those cover most of the diffrent surfaces.)
-New PDA sounds. (New contact sound. Contact going out of range is now silent.)
-New geiger counter sounds. (recorded from a geiger counter going off scale,so when you reach a really high radiation area, you should start hearing a beep.)
-New detector beep.
-New nightvision sounds (ON/OFF sounds reworked, NV loop is silent.)
-New breathing sound for player.
-New minefield sounds, trigger & explosion. (Included the zone_minefield.ltx, cause the default is using same sound as grenades.)
-All anomalies (except burnt fuzz) now have new sounds. (Springboard, whirligig, fruitpunch and electra.)
-New stancia thunder.
-Breathing of NPC's is replaced with equipment "clatter". (More realistic than that breathing sound. Thanks to johnnythewolf for presenting this idea. )
Diffrent NPC types now have individual equipment sounds. So diffrent NPC's sound a bit diffrent when moving in combat. (You might even learn to recognize them by sound. :D )
-New ambient sounds. (Crickets and boar sounds have been replaced.)
-New main menu music. (Just a song i did inspired by this game.)[/quote]

this version brings all the
cutout features from PS 1.0. However we are already working on 1.2, and that
will bring more fun, and almost each level will contain new alife.
In 1.1, mostly we concentrated to fix what we can, there were some bugs, most
of them was acceptable, but we tried to clean the mod as much as we could.
This mod is not an other serious sam style braindead shooting simulator. We
aimed on adventure - rpg elements, however the life in the zone is not easy as
you would think.
If you think your pc can handle some graphics tuning, we tested priboi 1.1 with
Sky4ce Skygraphics 1.81 mod. You can grab it from here:
Download: http://depositfiles.com/files/6880508 (v1.81)
You may find more info about us at our website, or we can inform you about the
progress in email too.
The 1.1 version contains all PS 1.0 features, we included the 1.0 readme too, so
you will find everything in 1 place.
We hope you will have more fun in this version. We included some weapons and
some new drivable vehicles, and optimized the levels.
If you have a question, or just want to say something, you will find us at GSC
Forum, or our main site. We have a nice, small community here.

the final NPP mission), improved A-Life, and so much more!!!
This patch adds in many new features, such as...
[quote]Reworked stalker AI
- the npc's are avoiding the anomalies
- the npc's are throwing grenades
- totally reworked stealth and reactions
- there are no dead npc's around campfires
Weapons
- all weapons reworked, they have realistic recoil
- beta-style weapon positions in HUD
- new weapon AK-47 (new model)
Re-enabled controller AI
- the controller can take control on the npc's and lead them against his enemies
- if and npc is inside the controller's aura, then he immediatelly become zombified
- when the controller die, then npc return to normal npc what was before
Extended random events
- now not just the fractions attack each other, the mutants are trying to take territories
- a message will notice you, like in the fraction wars
- you can had some surprises in each levels
Reworked weather
- the weather is much more realistic and fit in to Chernobyl
- there are no more suddenly intensive storms, they are balanced
- much better blowout appearance, has got a new effector
Quest management
- sidequests and autoquests has no time limit
- you can obtain the quests again after 1 day
- show reward included
Reworked spawning system
- now much more mutants respawning, but not the same type of mutants was before
- there's a chance to meet a bloodsucker instead of a dog
- using the sleeping bag increases the respawn chance in the actual level
Textures
- beta style actor arm textures
- new skins for some mutants
- unique Chimera skin
Other
- added a better effector to the Psy Dog
- italian and french translation
- more blowout hideouts[/quote]
[b]This patch requires that [url="http://stalker.filefront.com/file/Oblivion_Lost;86329"]Oblivion Lost 1.3[/url] be installed but you DO NOT NEED Patch 1.3.2. installed.[/b]

inside the zone beating the crap out of you, everytime you walk your way to the Prypiat? Would you like to give your grandmother a heart attack just for funzies? Do you get incredibly hungry everytime you see a kid around?
Then Exo_Scary_Clown_Skeleton_3000* is the product you have been looking for!!! Simply put on this awesome exoskeleton and scare the crap out of your enemies! And with the provided mouth you can also easily eat kids... just like in the movies!
_______________________
*Children NOT included.

or some Of Them are not Totally White.
ScreenShots:
http://i250.photobucket.com/albums/gg278/Rat-Anubis45/ss_ruiamaral_06-22-08_12-07-28_l01_.jpg
http://i250.photobucket.com/albums/gg278/Rat-Anubis45/ss_ruiamaral_06-22-08_12-05-17_l01_.jpg

:P
Instalation:Just copy act_stalker_face.dds to your gamedatatexturesact folder.
But, if you are using my mod called Stalker suit with backpack you must to copy all two files :act_stalker_face.dds , act_stalker_face2.dds to the same folder
( gamedatatexturesact )
Enjoy!

Flecktarn camo pattern and unique color-scheme for the Monolith Exoskeleton. I chose white to be the faction\'s distinguishing color for obvious reasons.
All Monolith characters have been re-skinned. I hope you like it.

K EEEE R R
Enhanced water textures V1.0
First Released 25/8/08
THIS IS MY sixth MOD!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I live in the UK but I have S.T.A.L.K.E.R North American Version
This mod slighty changes to a more realistic aqua colour.

K K EEEE R R
Pda Retexture V1.0
First Released 25/8/08
THIS IS MY Fifth MOD!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I live in the UK but I have S.T.A.L.K.E.R North American Version
This mod slighty sharpens and changes the texture for the pda.
I have not tested this mod, so you will be the first to check it out

Military Icon (with Skat)
* Marked One Night Icon (The face of Marked One in night)
* Marked One Original Icon (my First Icon for Marked One, he is with a FN200 under the rain)
* Marked One Zombie Icon (Marked One with behind lots of zombie, you can see only arms and legs)
* Marked One Survivor Icon (Taken from a famous official screenshot)
[b]Special Feature:[/b]
*MARKED ONE PROMOTIONAL IMAGE (Marked One with Cape and Hood in the Fog, it's fearsome)

the new Clear sky pictures and I think it looks kind of good :)
Note, that you dont really need clear sky, you can replace the Ekolog (Blue guys) by renaming the act_clearsc.dds to act_ekologt.dds[/quote]
In case you are wondering, this as a mod for a mod. It requires the SRP Mod ([url="http://www.moddb.com/mods/10436/srp-mod"]ModDB Page[/url])

nessesary
mod made by Dellis,you can use this modification in any other purpose.
oh and the thing on the top of the knife is changed to the color of the
flame itselfe(doesnt show on the screenshot) took to long to make new ones :D

details.Also included is the a skin for the AK-74.The AK now looks worn and long time used.
Note:
Thanks to chevyfreak for the idea to make the black winchester
and taito 11 for the idea to make the worn Ak-74.
This is my second weapon pack.Hope you like it.

grip and made it to look like an alternate wooden Saiga-12C front grip. I also modified the metal parts and plastic parts to make them look different and distinguishable. I tweaked the coloring and smoothed out some areas, too. Darius6 was also kind enough to make some great shotgun firing sounds, which are included.
Also, the entire mod has been translated to English along with a slightly more descriptive description and real weapon names mod made by me, the original Russian readme has been translated as well. Don\'t worry, I am Russian, and as such, speak fluent Russian. I didn\'t use an online translator.

the Russian police are issued nowadays as well. It\'s not matte-blackened, but not as shiny as before. Some sounds for this gun have also been included. Big thanks to Darius6 from the Oblivion Lost team for the sounds!

make this LR300 look like a M4 as much as I can, in version 1.01 I will have a better folding stock (I know it sucks).
Please tell me what you think, this is my first skin!! :)
Included three screenshots.

same time.
I\'ve made the allusion of giving the shooter peripheral vision while looking down the scope. I\'ve also enhanced most of the reticles by making them more illuminated. ( For example, the Susat scope has a tritium coated reticle )
I\'ve also added some slight customization, such as a fully illuminated PSOP scope or a EOtech holosight reticle to replace the g36/FN2000 scope. However, these customizations are up to the user to use.

resemble a picture I used as a reference. I didn\'t use the whole 2215 skin due to the logo saying it was made by Benelli when in fact it was Franchi that produced this shotgun. Other than that, it was also very similar to the default skin. I did my best, I hope you like it. :)

some people really have trouble with the game at first, and this provides a slight boost for those that just started playing.
This modernizes the Makarov because the one in STALKER (although with a new-looking skin) was actually the older IZh-79 model with 8 rounds and no features of the newer models.
Now the Makarov can hold 12 rounds in a double-stack magazine like the PMM, can mount a silencer, and its power has been raised slightly to make this gun not as useless as it is in the game.
This mod also includes a better-looking (in my opinion) skin that I did. Now this handgun has a black non-reflective slide and the frame has been smoothed out and tweaked a bit, as well as the handle.
This mod comes with a unique description for the Makarov as well as a realistic gun names mod I made myself. Descriptions of other guns have been slightly altered as well.
I hope you enjoy.

+ Three additional looks for magazine.
AK-74 Realistic Metal + Three additional looks for magazine.
[/list]
Special note from the author: \"I DO NOT take credit for making the Realistic Metal version, the new Metal magazine, or the new Plastic magazine, I just compiled this to make downloading easier for people.\" - Gohda

easy, but that films will be helpful, I think.
You need Photoshop with DDS plugin and Paint.NET (Paint.NET is free, You can download it from here: http://www.getpaint.net/).
Sorry about English, it is not my familiar language
REAPER

want u can use my movie in any project you wish, just sign up my name;
Lukash or Pan Lukashov. that's my 2 nick :]
I use the original weapon sounds from Vietnam ak74 have the ak47
Chinese production from 1968
In ak74u model i put the Russian sound from ak47
sig550 is overwrite by M16 Jungle Model from 1968.
If anyone is interesting i have other Vietnam guns and explosion sounds for grenades,
RPG rocket fly sound and M14 and other weapons from these times...
Also I will submit My all gamedata file to stalker i used to play and modify to my
personal use, i hope that many of U are interested to cooperate with me to make
other video projetsand modify Stalker properties. :] Leave comment if U are.
N"Joy watching movie

GSC's Atem.
This one weighs in at about 7 MB. [b]PLEASE NOTE: The English subtitles for this movie can be added in by using [url="http://oblivionlost.de/ger/community/downloads/stalker_portal_igrograd2006_subs.zip"]these (click)[/url] files.[/b] The download for them is very very short, and if you need help using them, [url="http://www.cpcweb.com/wlive/WMPSwitches.html"]click here[/url].
Extended info: [url="http://www.oblivion-lost.de/en/index.php?site=newscomment2.php&id=2165"]Click here![/url]

stadium (by MacroN)
Mountain station (by the Community of Independent Mapmakers)
Pripyat.Avtovokzal. (by the Community of Independent Mapmakers)
Kladbishe tehniki (by the Community of Independent Mapmakers)
RLS Duga-1 (by the Community of Independent Mapmakers)
Darkvalley.Original. (by the Community of Independent Mapmakers)
Escape 1154 (by the Community of Independent Mapmakers)
+new fine morning weather in voting (instead of cloudy)
+unlocked hidden maps testers_mp_bath (Bath) è testers_mp_military_2 (Blood village)
+unlocked bonus maps (Pool, Dark valley and 4 new skins are enabled by default - no need to enter unlock codes)
+minimaps and coords on global map for all (hidden and bonus) maps work now
+no more false artefacthunt mode in map list for Pool
+added descriptions for Pool and Dark valley in Russian/English
+rate of the weather change is slowed down by 10 times and corresponds to real - no need to vote for clear weather every five minutes
+new knife config with fixed position in hand is included

enabled by default - no need to enter unlock codes)
+minimaps and coords on global map for all (hidden and bonus) maps work now
+no more false artefacthunt mode in map list for Pool
+added descriptions for Pool and Dark valley in Russian/English
+rate of the weather change is slowed down by 10 times and corresponds to real - no need to vote for clear weather every five minutes
+new knife config with fixed position in hand is included

of new random battles, Arnie has a life now instead of sitting in his little corner of the arena, battles against mutants are now possible, and so is weapon selection, along with much more!
I have also included a few optional extras. The list is included in the .rar file. The original Russian sounds are also included if you get tired of my voice-acting. :D
Credits to the original mod authors and GSC are implied.
If you would like to include this mod in a compilation, please ask. I will definitely let you if you include the original authors and me in the credits.
Here are a few videos. Thanks to Jamie1992 for making them.
http://uk.youtube.com/watch?v=K1AR7mGGOhI
http://uk.youtube.com/watch?v=P-cV70Pn8XY

source assets of one in-game level. Later all the nine multiplayer levels will also be introduced as source.
Within a week\'s time the official specialized web-site dedicated to mod-building will be launched. For now, we\'d like to invite everyone over to our forum in the MOD section where you can post your feedback and recommendations on working with the editors, specify the bugs and operational problems found.
This said, we announce a call for moderators who would take the responsibility of organizing the community work in this direction, edit the documentation of the MODs created to bring it to a common style, work with tutorials and more. The volunteers familiar with mod-building - feel free to send your resume to anton@gsc-game.com.
That\'s not all, though. Once the MP SDK gets fully mastered, we plan to release the editor for the single-player mode of the game.
Wishing you creative success and looking forward to hearing from you![/quote]
The SDK beta weighs in at 313mb and provides map making support.
Happy Modding people!!!!

change log is in Russian, as soon as it is translated we will post it for you.
This isn't the full change log according to Oblivion Lost.
[quote]"Implemented - compression option to switch off the network traffic on a server networked games (default is off).
This solves the problem of overloading the CPU servers with low productivity.
- A bug in the dialogue.
This error resulted in the fact that dialogues with a high degree of nesting were lopping.
- The possibility of creating servers for tournaments.
Access to the players on the list server implemented on the server (login and password).
Fixed-over 10 crashes in multiplayer game
- Maintenance of statistics on MP-match points, the use of weapons, and per-zone hit points"[/quote]

version.
Connectivity.
Connecting to the server will be possible only if the host's version of the game is the same as yours.
Patch 1.0004 changes and fixes:
Optimization:
1. Calculating detailed objects was moved to the second CPU stream.
2. Engine optimization, which resulted in FPS 10-15% gain.
3. Shaders optimization.
MP features:
1. Implemented the standalone dedicated server.
2. Retail version now works correctly with the standalone dedicated server.
3. Added remote control for the dedicated server.
4. Max ping disconnect option implemented.
5. Self-correcting network packets wrapper was implemented. This resulted in better ping values and traffic reduction by 50-100%.
6. Artifacts counter is not shown in the statistics.
7. Checking available maps without disconnecting the current game is now possible.
8. The list of the players is not dropped to the beginning upon the attempt to scroll it. Now it became easier to put the players on ban voting.
9. Fixed some bugs with defining the cause of death.
10. The exploded grenade does not continue lying on the ground after the detonation.
11. Fixed the artifact activation and the spawned anomalous zone functioning algorithm.
MP crash fix:
Fixed all known crashes.
SP fixes:
1. Fixed the bug with shooting from the grenade launcher. The grenade is fired with the first shot now.
2. Fixed the disappearing weapons when crouching for a long time.
3. Fixed the game crash on Pripyat location, when the player approached any of the monolithians' camps.
4. Fixed Voronin's tasks to eliminate the bandit Poker.
5. Fixed the random quests at the Wild Territory.
6. Fixed the random task to destroy the bandits' camp at the Cordon.
7. Fixed the random Barkeep's task to clear the snorks lair at the Dark Valley.
8. Fixed the bug with the automatic task to defend the camp when switching location or saving/loading the game.
9. Fixed the random quest to destroy the mutants lair when pseudo dogs are nearby.
10. Fixed the task to destroy the mutants lair.
11. Fixed the random tasks with the raids of characters' camps.
12. Fixed the choice of goods at Barkeep and Petrenko after completing the random tasks.
13. The wounded do not run away from the grenade now.
14. The zombies at Yantar do not run from the grenade now.
15. Fixed the crash caused by the patrol route at Yantar.
16. Fixed the crash caused by the patrol route at Agroprom Research Institute.
17. Fixed the task with getting rid of the Duty group in the village at the Military Warehouses level.
18. Fixed the bug with repeating the scene of the Duty group ambush at the beginning of the Military Warehouses level.
19. Fixed the bug with camera fly-through on the stadium at Pripyat.
20. Fixed the bug with Bes character, when the latter couldn't be healed.[/quote]

version will work with 1.0004 version.
Connectivity.
Connecting to the server will be possible only if the host's version of the game is the same as yours.
Patch 1.0004 changes and fixes:
Optimization:
1. Calculating detailed objects was moved to the second CPU stream.
2. Engine optimization, which resulted in FPS 10-15% gain.
3. Shaders optimization.
MP features:
1. Implemented the standalone dedicated server.
2. Retail version now works correctly with the standalone dedicated server.
3. Added remote control for the dedicated server.
4. Max ping disconnect option implemented.
5. Self-correcting network packets wrapper was implemented. This resulted in better ping values and traffic reduction by 50-100%.
6. Artifacts counter is not shown in the statistics.
7. Checking available maps without disconnecting the current game is now possible.
8. The list of the players is not dropped to the beginning upon the attempt to scroll it. Now it became easier to put the players on ban voting.
9. Fixed some bugs with defining the cause of death.
10. The exploded grenade does not continue lying on the ground after the detonation.
11. Fixed the artifact activation and the spawned anomalous zone functioning algorithm.
MP crash fix:
Fixed all known crashes.
SP fixes:
1. Fixed the bug with shooting from the grenade launcher. The grenade is fired with the first shot now.
2. Fixed the disappearing weapons when crouching for a long time.
3. Fixed the game crash on Pripyat location, when the player approached any of the monolithians' camps.
4. Fixed Voronin's tasks to eliminate the bandit Poker.
5. Fixed the random quests at the Wild Territory.
6. Fixed the random task to destroy the bandits' camp at the Cordon.
7. Fixed the random Barkeep's task to clear the snorks lair at the Dark Valley.
8. Fixed the bug with the automatic task to defend the camp when switching location or saving/loading the game.
9. Fixed the random quest to destroy the mutants lair when pseudo dogs are nearby.
10. Fixed the task to destroy the mutants lair.
11. Fixed the random tasks with the raids of characters' camps.
12. Fixed the choice of goods at Barkeep and Petrenko after completing the random tasks.
13. The wounded do not run away from the grenade now.
14. The zombies at Yantar do not run from the grenade now.
15. Fixed the crash caused by the patrol route at Yantar.
16. Fixed the crash caused by the patrol route at Agroprom Research Institute.
17. Fixed the task with getting rid of the Duty group in the village at the Military Warehouses level.
18. Fixed the bug with repeating the scene of the Duty group ambush at the beginning of the Military Warehouses level.
19. Fixed the bug with camera fly-through on the stadium at Pripyat.
20. Fixed the bug with Bes character, when the latter couldn't be healed.[/quote]

crashes.
This isn't the full change log according to Oblivion Lost.
[quote]"Implemented - compression option to switch off the network traffic on a server networked games (default is off).
This solves the problem of overloading the CPU servers with low productivity.
- A bug in the dialogue.
This error resulted in the fact that dialogues with a high degree of nesting were lopping.
- The possibility of creating servers for tournaments.
Access to the players on the list server implemented on the server (login and password).
Fixed-over 10 crashes in multiplayer game
- Maintenance of statistics on MP-match points, the use of weapons, and per-zone hit points"[/quote]

version.
Connectivity.
Connecting to the server will be possible only if the host's version of the game is the same as yours.
Patch 1.0004 changes and fixes:
Optimization:
1. Calculating detailed objects was moved to the second CPU stream.
2. Engine optimization, which resulted in FPS 10-15% gain.
3. Shaders optimization.
MP features:
1. Implemented the standalone dedicated server.
2. Retail version now works correctly with the standalone dedicated server.
3. Added remote control for the dedicated server.
4. Max ping disconnect option implemented.
5. Self-correcting network packets wrapper was implemented. This resulted in better ping values and traffic reduction by 50-100%.
6. Artifacts counter is not shown in the statistics.
7. Checking available maps without disconnecting the current game is now possible.
8. The list of the players is not dropped to the beginning upon the attempt to scroll it. Now it became easier to put the players on ban voting.
9. Fixed some bugs with defining the cause of death.
10. The exploded grenade does not continue lying on the ground after the detonation.
11. Fixed the artifact activation and the spawned anomalous zone functioning algorithm.
MP crash fix:
Fixed all known crashes.
SP fixes:
1. Fixed the bug with shooting from the grenade launcher. The grenade is fired with the first shot now.
2. Fixed the disappearing weapons when crouching for a long time.
3. Fixed the game crash on Pripyat location, when the player approached any of the monolithians' camps.
4. Fixed Voronin's tasks to eliminate the bandit Poker.
5. Fixed the random quests at the Wild Territory.
6. Fixed the random task to destroy the bandits' camp at the Cordon.
7. Fixed the random Barkeep's task to clear the snorks lair at the Dark Valley.
8. Fixed the bug with the automatic task to defend the camp when switching location or saving/loading the game.
9. Fixed the random quest to destroy the mutants lair when pseudo dogs are nearby.
10. Fixed the task to destroy the mutants lair.
11. Fixed the random tasks with the raids of characters' camps.
12. Fixed the choice of goods at Barkeep and Petrenko after completing the random tasks.
13. The wounded do not run away from the grenade now.
14. The zombies at Yantar do not run from the grenade now.
15. Fixed the crash caused by the patrol route at Yantar.
16. Fixed the crash caused by the patrol route at Agroprom Research Institute.
17. Fixed the task with getting rid of the Duty group in the village at the Military Warehouses level.
18. Fixed the bug with repeating the scene of the Duty group ambush at the beginning of the Military Warehouses level.
19. Fixed the bug with camera fly-through on the stadium at Pripyat.
20. Fixed the bug with Bes character, when the latter couldn't be healed.[/quote]

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